コード例 #1
0
        protected internal void RenderScene(CustomSceneQuery sceneQuery, RenderContext context,
                                            bool doPostProcessing, bool renderLensFlares, bool renderDebugOutput, bool renderReticle)
        {
            var renderTargetPool      = GraphicsService.RenderTargetPool;
            var graphicsDevice        = GraphicsService.GraphicsDevice;
            var originalRenderTarget  = context.RenderTarget;
            var originalViewport      = context.Viewport;
            var originalSourceTexture = context.SourceTexture;

            // All intermediate render targets have the size of the target viewport.
            int width  = context.Viewport.Width;
            int height = context.Viewport.Height;

            context.Viewport = new Viewport(0, 0, width, height);

            // The render context can be used to share any data, for example:
            // Store a shared RebuildZBufferRenderer in the context.
            context.Data[RenderContextKeys.RebuildZBufferRenderer] = _rebuildZBufferRenderer;

            // ----- G-Buffer Pass
            // The GBufferRenderer creates context.GBuffer0 and context.GBuffer1.
            _gBufferRenderer.Render(sceneQuery.RenderableNodes, sceneQuery.DecalNodes, context);

            // ----- Shadow Pass
            // The ShadowMapRenderer renders the shadow maps which are stored in the light nodes.
            context.RenderPass = "******";
            ShadowMapRenderer.Render(sceneQuery.Lights, context);
            context.RenderPass = null;

            // The ShadowMaskRenderer renders the shadows and stores them in one or more render
            // targets ("shadows masks").
            ShadowMaskRenderer.Render(sceneQuery.Lights, context);

            RecycleShadowMaps(sceneQuery.Lights);

            // ----- Light Buffer Pass
            // The LightBufferRenderer creates context.LightBuffer0 (diffuse light) and
            // context.LightBuffer1 (specular light).
            LightBufferRenderer.Render(sceneQuery.Lights, context);

            // Normally, we do not need the shadow masks anymore - except if we want to
            // display them for debugging.
            if (!VisualizeIntermediateRenderTargets)
            {
                ShadowMaskRenderer.RecycleShadowMasks();
            }

            // ----- Material Pass
            if (DebugMode == DeferredGraphicsDebugMode.None)
            {
                // In the material pass we render all meshes and decals into a single full-screen
                // render target. The shaders combine the material properties (diffuse texture, etc.)
                // with the light buffer info.
                context.RenderTarget =
                    renderTargetPool.Obtain2D(new RenderTargetFormat(width, height, false, SurfaceFormat.HdrBlendable,
                                                                     DepthFormat.Depth24Stencil8));
                graphicsDevice.SetRenderTarget(context.RenderTarget);
                context.Viewport = graphicsDevice.Viewport;
                graphicsDevice.Clear(new Color(3, 3, 3, 255));
                graphicsDevice.DepthStencilState = DepthStencilState.Default;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.Opaque;
                context.RenderPass = "******";
                _opaqueMeshSceneRenderer.Render(sceneQuery.RenderableNodes, context);
                _decalRenderer.Render(sceneQuery.DecalNodes, context);
                context.RenderPass = null;
            }
            else
            {
                // For debugging:
                // Ignore the material pass. Keep rendering into one of the light buffers
                // to visualize only the lighting results.
                if (DebugMode == DeferredGraphicsDebugMode.VisualizeDiffuseLightBuffer)
                {
                    context.RenderTarget = context.LightBuffer0;
                }
                else
                {
                    context.RenderTarget = context.LightBuffer1;
                }
            }

            // The meshes rendered in the last step might use additional floating-point
            // textures (e.g. the light buffers) in the different graphics texture stages.
            // We reset the texture stages (setting all GraphicsDevice.Textures to null),
            // otherwise XNA might throw exceptions.
            graphicsDevice.ResetTextures();

            // ----- Occlusion Queries
            if (renderLensFlares)
            {
                _lensFlareRenderer.UpdateOcclusion(sceneQuery.LensFlareNodes, context);
            }

            // ----- Sky
            _skyRenderer.Render(sceneQuery.SkyNodes, context);

            // ----- Fog
            _fogRenderer.Render(sceneQuery.FogNodes, context);

            // ----- Forward Rendering of Alpha-Blended Meshes and Particles
            graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
            graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
            graphicsDevice.BlendState        = BlendState.AlphaBlend;
            context.RenderPass = "******";
            AlphaBlendSceneRenderer.Render(sceneQuery.RenderableNodes, context, RenderOrder.BackToFront);
            context.RenderPass = null;
            graphicsDevice.ResetTextures();

            renderTargetPool.Recycle(context.SourceTexture);
            context.SourceTexture = null;

            _underwaterPostProcessor.Enabled = IsCameraUnderwater(sceneQuery, context.CameraNode);

            // ----- Post Processors
            context.SourceTexture = context.RenderTarget;
            context.RenderTarget  = originalRenderTarget;
            context.Viewport      = originalViewport;
            if (doPostProcessing)
            {
                // The post-processors modify the scene image and the result is written into
                // the final render target - which is usually the back  buffer (but this could
                // also be another off-screen render target used in another graphics screen).
                PostProcessors.Process(context);
            }
            else
            {
                // Only copy the current render target to the final render target without post-processing.
                graphicsDevice.SetRenderTarget(originalRenderTarget);
                graphicsDevice.Viewport = originalViewport;
                SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
                SpriteBatch.Draw(context.SourceTexture, new Rectangle(0, 0, originalViewport.Width, originalViewport.Height), Color.White);
                SpriteBatch.End();
            }
            renderTargetPool.Recycle((RenderTarget2D)context.SourceTexture);
            context.SourceTexture = null;

            // ----- Lens Flares
            if (renderLensFlares)
            {
                _lensFlareRenderer.Render(sceneQuery.LensFlareNodes, context);
            }

            // ----- Debug Output
            if (renderDebugOutput)
            {
                // ----- Optional: Restore the Z-Buffer
                // Currently, the hardware depth buffer is not initialized with useful data because
                // every time we change the render target, XNA deletes the depth buffer. If we want
                // the debug rendering to use correct depth buffer, we can restore the depth buffer
                // using the RebuildZBufferRenderer. If we remove this step, then the DebugRenderer
                // graphics will overlay the whole 3D scene.
                _rebuildZBufferRenderer.Render(context, true);

                // Render debug info added by game objects.
                DebugRenderer.Render(context);

                // Render intermediate render targets for debugging.
                // We do not use the public DebugRenderer here because the public DebugRenderer
                // might not be cleared every frame (the game logic can choose how it wants to
                // use the public renderer).
                if (VisualizeIntermediateRenderTargets)
                {
                    _internalDebugRenderer.DrawTexture(context.GBuffer0, new Rectangle(0, 0, 200, 200));
                    _internalDebugRenderer.DrawTexture(context.GBuffer1, new Rectangle(200, 0, 200, 200));
                    _internalDebugRenderer.DrawTexture(context.LightBuffer0, new Rectangle(400, 0, 200, 200));
                    _internalDebugRenderer.DrawTexture(context.LightBuffer1, new Rectangle(600, 0, 200, 200));
                    for (int i = 0; i < ShadowMaskRenderer.ShadowMasks.Count; i++)
                    {
                        var shadowMask = ShadowMaskRenderer.ShadowMasks[i];
                        if (shadowMask != null)
                        {
                            _internalDebugRenderer.DrawTexture(shadowMask, new Rectangle((i) * 200, 200, 200, 200));
                        }
                    }

                    _internalDebugRenderer.Render(context);
                    _internalDebugRenderer.Clear();
                }
            }

            // ----- Draw Reticle
            if (renderReticle && _sampleFramework.IsGuiVisible)
            {
                SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                SpriteBatch.Draw(
                    _reticle,
                    new Vector2(originalViewport.Width / 2 - _reticle.Width / 2, originalViewport.Height / 2 - _reticle.Height / 2),
                    Color.Black);
                SpriteBatch.End();
            }

            // ----- Clean-up
            // It is very important to give every intermediate render target back to the
            // render target pool!
            renderTargetPool.Recycle(context.GBuffer0);
            context.GBuffer0 = null;
            renderTargetPool.Recycle(context.GBuffer1);
            context.GBuffer1 = null;
            renderTargetPool.Recycle((RenderTarget2D)context.Data[RenderContextKeys.DepthBufferHalf]);
            context.Data.Remove(RenderContextKeys.DepthBufferHalf);
            if (DebugMode != DeferredGraphicsDebugMode.VisualizeDiffuseLightBuffer)
            {
                renderTargetPool.Recycle(context.LightBuffer0);
            }
            context.LightBuffer0 = null;
            if (DebugMode != DeferredGraphicsDebugMode.VisualizeSpecularLightBuffer)
            {
                renderTargetPool.Recycle(context.LightBuffer1);
            }
            context.LightBuffer1 = null;
            ShadowMaskRenderer.RecycleShadowMasks();
            context.Data.Remove(RenderContextKeys.RebuildZBufferRenderer);
            context.SourceTexture = originalSourceTexture;
        }
コード例 #2
0
        protected override void OnRender(RenderContext context)
        {
            // This screen expects two cameras.
            if (ActiveCameraNodeA == null || ActiveCameraNodeB == null)
            {
                return;
            }

            var renderTargetPool     = GraphicsService.RenderTargetPool;
            var graphicsDevice       = GraphicsService.GraphicsDevice;
            var originalRenderTarget = context.RenderTarget;
            var fullViewport         = context.Viewport;

            // Get a render target for the first camera. Use half the width because we split
            // the screen horizontally.
            var format = new RenderTargetFormat(context.RenderTarget)
            {
                Width = fullViewport.Width / 2
            };
            var renderTargetA = renderTargetPool.Obtain2D(format);

            context.Scene              = Scene;
            context.LodHysteresis      = 0.5f;
            context.LodBias            = 1.0f;
            context.LodBlendingEnabled = true;

            for (int i = 0; i < 2; i++)
            {
                Viewport       halfViewport;
                RenderTarget2D currentRenderTarget;
                if (i == 0)
                {
                    // The first camera renders into renderTargetA.
                    context.CameraNode  = ActiveCameraNodeA;
                    halfViewport        = new Viewport(0, 0, fullViewport.Width / 2, fullViewport.Height);
                    currentRenderTarget = renderTargetA;
                }
                else
                {
                    // The second camera renders into the right half of the final render target.
                    context.CameraNode  = ActiveCameraNodeB;
                    halfViewport        = new Viewport(fullViewport.X + fullViewport.Width / 2, fullViewport.Y, fullViewport.Width / 2, fullViewport.Height);
                    currentRenderTarget = originalRenderTarget;
                }
                context.LodCameraNode = context.CameraNode;

                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                // Cloud maps need to be updated only once.
                if (i == 0)
                {
                    _cloudMapRenderer.Render(sceneQuery.SkyNodes, context);
                }

                // ----- G-Buffer Pass
                _gBufferRenderer.Render(sceneQuery.RenderableNodes, sceneQuery.DecalNodes, context);

                // ----- Shadow Pass
                context.RenderPass = "******";
                _shadowMapRenderer.Render(sceneQuery.Lights, context);
                context.RenderPass = null;

                context.Viewport = halfViewport;
                _shadowMaskRenderer.Render(sceneQuery.Lights, context);

                // Recycle shadow maps.
                foreach (var node in sceneQuery.Lights)
                {
                    var lightNode = (LightNode)node;
                    if (lightNode.Shadow != null)
                    {
                        renderTargetPool.Recycle(lightNode.Shadow.ShadowMap);
                        lightNode.Shadow.ShadowMap = null;
                    }
                }

                // ----- Light Buffer Pass
                _lightBufferRenderer.Render(sceneQuery.Lights, context);

                // ----- Material Pass
                context.RenderTarget = renderTargetPool.Obtain2D(new RenderTargetFormat(
                                                                     context.Viewport.Width,
                                                                     context.Viewport.Height,
                                                                     false,
                                                                     SurfaceFormat.HdrBlendable,
                                                                     DepthFormat.Depth24Stencil8));
                graphicsDevice.SetRenderTarget(context.RenderTarget);
                context.Viewport = graphicsDevice.Viewport;
                graphicsDevice.Clear(Color.Black);
                graphicsDevice.DepthStencilState = DepthStencilState.Default;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.Opaque;
                context.RenderPass = "******";
                _meshRenderer.Render(sceneQuery.RenderableNodes, context);
                _decalRenderer.Render(sceneQuery.DecalNodes, context);
                context.RenderPass = null;
                graphicsDevice.ResetTextures();

                // ----- Occlusion Queries
                _lensFlareRenderer.UpdateOcclusion(sceneQuery.LensFlareNodes, context);

                // ----- Sky
                _skyRenderer.Render(sceneQuery.SkyNodes, context);

                // ----- Fog
                _fogRenderer.Render(sceneQuery.FogNodes, context);

                // ----- Forward Rendering of Alpha-Blended Meshes and Particles
                graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.AlphaBlend;
                context.RenderPass = "******";
                _transparentSceneRenderer.Render(sceneQuery.RenderableNodes, context, RenderOrder.BackToFront);
                context.RenderPass = null;
                graphicsDevice.ResetTextures();

                // ----- Lens Flares
                _lensFlareRenderer.Render(sceneQuery.LensFlareNodes, context);

                // ----- Post Processors
                context.SourceTexture = context.RenderTarget;
                context.RenderTarget  = currentRenderTarget;
                context.Viewport      = halfViewport;
                PostProcessors.Process(context);

                renderTargetPool.Recycle((RenderTarget2D)context.SourceTexture);
                context.SourceTexture = null;

                // ----- Optional: Restore the Z-Buffer
                _rebuildZBufferRenderer.Render(context, true);

                // ----- Debug Output
                DebugRenderer.Render(context);

                // ----- Draw Reticle
                if (DrawReticle)
                {
                    _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                    _spriteBatch.Draw(
                        _reticle,
                        new Vector2(halfViewport.Width / 2 - _reticle.Width / 2, halfViewport.Height / 2 - _reticle.Height / 2),
                        Color.Black);
                    _spriteBatch.End();
                }

                // ----- Clean-up
                renderTargetPool.Recycle(context.GBuffer0);
                context.GBuffer0 = null;
                renderTargetPool.Recycle(context.GBuffer1);
                context.GBuffer1 = null;
                renderTargetPool.Recycle((RenderTarget2D)context.Data[RenderContextKeys.DepthBufferHalf]);
                context.Data.Remove(RenderContextKeys.DepthBufferHalf);
                renderTargetPool.Recycle(context.LightBuffer0);
                context.LightBuffer0 = null;
                renderTargetPool.Recycle(context.LightBuffer1);
                context.LightBuffer1 = null;
                _shadowMaskRenderer.RecycleShadowMasks();

                // ----- Copy image of first camera.
                if (i == 1)
                {
                    // Copy the upper screen from the temporary render target back into the back buffer.
                    context.Viewport        = fullViewport;
                    graphicsDevice.Viewport = fullViewport;

                    _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
                    _spriteBatch.Draw(
                        renderTargetA,
                        new Rectangle(0, 0, fullViewport.Width / 2, fullViewport.Height),
                        Color.White);
                    _spriteBatch.End();

                    renderTargetPool.Recycle(renderTargetA);
                }
            }

            context.Scene         = null;
            context.CameraNode    = null;
            context.LodCameraNode = null;
            context.RenderPass    = null;
        }
コード例 #3
0
        // Renders the graphics screen. - This method is called in GraphicsManager.Render().
        protected override void OnRender(RenderContext context)
        {
            // Abort if no active camera is set.
            if (ActiveCameraNode == null)
            {
                return;
            }

            var renderTargetPool   = GraphicsService.RenderTargetPool;
            var graphicsDevice     = GraphicsService.GraphicsDevice;
            var screenRenderTarget = context.RenderTarget;
            var viewport           = context.Viewport;

            // All intermediate render targets have the size of the target viewport.
            int width  = context.Viewport.Width;
            int height = context.Viewport.Height;

            context.Viewport = new Viewport(0, 0, width, height);

            // Our scene and the camera must be set in the render context. This info is
            // required by many renderers.
            context.Scene      = Scene;
            context.CameraNode = ActiveCameraNode;

            // LOD (level of detail) settings are also specified in the context.
            context.LodCameraNode      = ActiveCameraNode;
            context.LodHysteresis      = 0.5f;
            context.LodBias            = EnableLod ? 1.0f : 0.0f;
            context.LodBlendingEnabled = false;

            // Get all scene nodes which overlap the camera frustum.
            CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(ActiveCameraNode, context);

            // Generate cloud maps.
            // (Note: Only necessary if LayeredCloudMaps are used. If the cloud maps are
            // static and the settings do not change, it is not necessary to generate the
            // cloud maps in every frame. But in this example we use animated cloud maps.)
            _cloudMapRenderer.Render(sceneQuery.SkyNodes, context);

            // ----- G-Buffer Pass
            // The GBufferRenderer creates context.GBuffer0 and context.GBuffer1.
            _gBufferRenderer.Render(sceneQuery.RenderableNodes, sceneQuery.DecalNodes, context);

            // ----- Shadow Pass
            // The ShadowMapRenderer renders the shadow maps which are stored in the light nodes.
            context.RenderPass = "******";
            _shadowMapRenderer.Render(sceneQuery.Lights, context);
            context.RenderPass = null;

            // The ShadowMaskRenderer renders the shadows and stores them in one or more render
            // targets ("shadows masks").
            _shadowMaskRenderer.Render(sceneQuery.Lights, context);

            // In this render pipeline we do not need most shadow maps anymore and can
            // recycle them. The exception is the DirectionalLight shadow map which
            // might still be needed for forward rendering of alpha-blended objects.
            foreach (var node in sceneQuery.Lights)
            {
                var lightNode = (LightNode)node;
                if (lightNode.Shadow != null && !(lightNode.Light is DirectionalLight))
                {
                    renderTargetPool.Recycle(lightNode.Shadow.ShadowMap);
                    lightNode.Shadow.ShadowMap = null;
                }
            }

            // ----- Light Buffer Pass
            // The LightBufferRenderer creates context.LightBuffer0 (diffuse light) and
            // context.LightBuffer1 (specular light).
            LightBufferRenderer.Render(sceneQuery.Lights, context);

            // ----- Material Pass
            // In the material pass we render all meshes and decals into a single full-screen
            // render target. The shaders combine the material properties (diffuse texture, etc.)
            // with the light buffer info.
            context.RenderTarget = renderTargetPool.Obtain2D(new RenderTargetFormat(width, height, false, SurfaceFormat.HdrBlendable, DepthFormat.Depth24Stencil8));
            graphicsDevice.SetRenderTarget(context.RenderTarget);
            context.Viewport = graphicsDevice.Viewport;
            graphicsDevice.Clear(Color.Black);
            graphicsDevice.DepthStencilState = DepthStencilState.Default;
            graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
            graphicsDevice.BlendState        = BlendState.Opaque;
            context.RenderPass = "******";
            _meshRenderer.Render(sceneQuery.RenderableNodes, context);
            _decalRenderer.Render(sceneQuery.DecalNodes, context);
            context.RenderPass = null;

            // The meshes rendered in the last step might use additional floating-point
            // textures (e.g. the light buffers) in the different graphics texture stages.
            // We reset the texture stages (setting all GraphicsDevice.Textures to null),
            // otherwise XNA might throw exceptions.
            graphicsDevice.ResetTextures();

            // ----- Occlusion Queries
            _lensFlareRenderer.UpdateOcclusion(sceneQuery.LensFlareNodes, context);

            // ----- Sky
            _skyRenderer.Render(sceneQuery.SkyNodes, context);

            // ----- Fog
            _fogRenderer.Render(sceneQuery.FogNodes, context);

            // ----- Forward Rendering of Alpha-Blended Meshes and Particles
            graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
            graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
            graphicsDevice.BlendState        = BlendState.AlphaBlend;
            context.RenderPass = "******";
            AlphaBlendSceneRenderer.Render(sceneQuery.RenderableNodes, context, RenderOrder.BackToFront);
            context.RenderPass = null;
            graphicsDevice.ResetTextures();

            // The shadow maps could be used by some shaders of the alpha-blended
            // objects - but now, we can recycle all shadow maps.
            foreach (var node in sceneQuery.Lights)
            {
                var lightNode = (LightNode)node;
                if (lightNode.Shadow != null)
                {
                    renderTargetPool.Recycle(lightNode.Shadow.ShadowMap);
                    lightNode.Shadow.ShadowMap = null;
                }
            }

            // ----- Post Processors
            // The post-processors modify the scene image and the result is written into
            // the final render target - which is usually the back  buffer (but this could
            // also be another off-screen render target used in another graphics screen).
            context.SourceTexture = context.RenderTarget;
            context.RenderTarget  = screenRenderTarget;
            context.Viewport      = viewport;
            PostProcessors.Process(context);

            renderTargetPool.Recycle((RenderTarget2D)context.SourceTexture);
            context.SourceTexture = null;

            // ----- Lens Flares
            _lensFlareRenderer.Render(sceneQuery.LensFlareNodes, context);

            // ----- Optional: Restore the Z-Buffer
            // Currently, the hardware depth buffer is not initialized with useful data because
            // every time we change the render target, XNA deletes the depth buffer. If we want
            // the debug rendering to use correct depth buffer, we can restore the depth buffer
            // using the RebuildZBufferRenderer. If we remove this step, then the DebugRenderer
            // graphics will overlay the whole 3D scene.
            _rebuildZBufferRenderer.Render(context, true);

            // ----- Debug Output
            // Render debug info added by game objects.
            DebugRenderer.Render(context);

            // ----- Draw Reticle
            if (DrawReticle)
            {
                _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                _spriteBatch.Draw(
                    _reticle,
                    new Vector2(viewport.Width / 2 - _reticle.Width / 2, viewport.Height / 2 - _reticle.Height / 2),
                    Color.Black);
                _spriteBatch.End();
            }

            // Render intermediate render targets for debugging.
            // We do not use the public DebugRenderer here because the public DebugRenderer
            // might not be cleared every frame (the game logic can choose how it wants to
            // use the public renderer).
            if (VisualizeIntermediateRenderTargets)
            {
                _internalDebugRenderer.DrawTexture(context.GBuffer0, new Rectangle(0, 0, 200, 200));
                _internalDebugRenderer.DrawTexture(context.GBuffer1, new Rectangle(200, 0, 200, 200));
                _internalDebugRenderer.DrawTexture(context.LightBuffer0, new Rectangle(400, 0, 200, 200));
                _internalDebugRenderer.DrawTexture(context.LightBuffer1, new Rectangle(600, 0, 200, 200));
                for (int i = 0; i < _shadowMaskRenderer.ShadowMasks.Count; i++)
                {
                    var shadowMask = _shadowMaskRenderer.ShadowMasks[i];
                    if (shadowMask != null)
                    {
                        _internalDebugRenderer.DrawTexture(shadowMask, new Rectangle((i) * 200, 200, 200, 200));
                    }
                }

                _internalDebugRenderer.Render(context);
                _internalDebugRenderer.Clear();
            }

            // ----- Clean-up
            // It is very important to give every intermediate render target back to the
            // render target pool!
            renderTargetPool.Recycle(context.GBuffer0);
            context.GBuffer0 = null;
            renderTargetPool.Recycle(context.GBuffer1);
            context.GBuffer1 = null;
            renderTargetPool.Recycle((RenderTarget2D)context.Data[RenderContextKeys.DepthBufferHalf]);
            context.Data.Remove(RenderContextKeys.DepthBufferHalf);
            renderTargetPool.Recycle(context.LightBuffer0);
            context.LightBuffer0 = null;
            renderTargetPool.Recycle(context.LightBuffer1);
            context.LightBuffer1 = null;
            _shadowMaskRenderer.RecycleShadowMasks();
            context.Scene         = null;
            context.CameraNode    = null;
            context.LodHysteresis = 0;
            context.LodCameraNode = null;
            context.RenderPass    = null;
        }
コード例 #4
0
        protected override void OnRender(RenderContext context)
        {
            if (ActiveCameraNode == null)
            {
                return;
            }

            var renderTargetPool     = GraphicsService.RenderTargetPool;
            var graphicsDevice       = GraphicsService.GraphicsDevice;
            var originalRenderTarget = context.RenderTarget;
            var fullViewport         = context.Viewport;

            // Get a render target for the first camera. Use half the width and height.
            int halfWidth  = fullViewport.Width / 2;
            int halfHeight = fullViewport.Height / 2;
            var format     = new RenderTargetFormat(context.RenderTarget)
            {
                Width  = halfWidth,
                Height = halfHeight
            };

            var renderTarget0 = renderTargetPool.Obtain2D(format);
            var renderTarget1 = renderTargetPool.Obtain2D(format);
            var renderTarget2 = renderTargetPool.Obtain2D(format);
            var viewport0     = new Viewport(0, 0, halfWidth, halfHeight);
            var viewport1     = new Viewport(halfWidth, 0, halfWidth, halfHeight);
            var viewport2     = new Viewport(0, halfHeight, halfWidth, halfHeight);

            context.Scene         = Scene;
            context.CameraNode    = ActiveCameraNode;
            context.LodCameraNode = context.CameraNode;
            context.LodHysteresis = 0.5f;

            // Reduce detail level by increasing the LOD bias.
            context.LodBias = 2.0f;

            for (int i = 0; i < 4; i++)
            {
                Viewport       halfViewport;
                RenderTarget2D currentRenderTarget;
                if (i == 0)
                {
                    // TOP, LEFT
                    currentRenderTarget        = renderTarget0;
                    halfViewport               = new Viewport(0, 0, viewport0.Width, viewport0.Height);
                    context.LodBlendingEnabled = false;
                }
                else if (i == 1)
                {
                    // TOP, RIGHT
                    currentRenderTarget        = renderTarget1;
                    halfViewport               = new Viewport(0, 0, viewport1.Width, viewport1.Height);
                    context.LodBlendingEnabled = true;
                }
                else if (i == 2)
                {
                    // BOTTOM, LEFT
                    currentRenderTarget        = renderTarget2;
                    halfViewport               = new Viewport(0, 0, viewport2.Width, viewport2.Height);
                    context.LodBlendingEnabled = false;
                }
                else
                {
                    // BOTTOM, RIGHT
                    currentRenderTarget        = originalRenderTarget;
                    halfViewport               = new Viewport(fullViewport.X + halfWidth, fullViewport.Y + halfHeight, halfWidth, halfHeight);
                    context.LodBlendingEnabled = true;
                }

                var sceneQuery = Scene.Query <SceneQueryWithLodBlending>(context.CameraNode, context);

                if (i == 0 || i == 1)
                {
                    // TOP
                    for (int j = 0; j < sceneQuery.RenderableNodes.Count; j++)
                    {
                        if (sceneQuery.RenderableNodes[j].UserFlags == 1)
                        {
                            sceneQuery.RenderableNodes[j] = null;
                        }
                    }
                }
                else
                {
                    // BOTTOM
                    for (int j = 0; j < sceneQuery.RenderableNodes.Count; j++)
                    {
                        if (sceneQuery.RenderableNodes[j].UserFlags == 2)
                        {
                            sceneQuery.RenderableNodes[j] = null;
                        }
                    }
                }

                // Cloud maps need to be updated only once.
                if (i == 0)
                {
                    _cloudMapRenderer.Render(sceneQuery.SkyNodes, context);
                }

                // ----- G-Buffer Pass
                _gBufferRenderer.Render(sceneQuery.RenderableNodes, sceneQuery.DecalNodes, context);

                // ----- Shadow Pass
                context.RenderPass = "******";
                _shadowMapRenderer.Render(sceneQuery.Lights, context);
                context.RenderPass = null;

                context.Viewport = halfViewport;
                _shadowMaskRenderer.Render(sceneQuery.Lights, context);

                // Recycle shadow maps.
                foreach (var node in sceneQuery.Lights)
                {
                    var lightNode = (LightNode)node;
                    if (lightNode.Shadow != null)
                    {
                        renderTargetPool.Recycle(lightNode.Shadow.ShadowMap);
                        lightNode.Shadow.ShadowMap = null;
                    }
                }

                // ----- Light Buffer Pass
                _lightBufferRenderer.Render(sceneQuery.Lights, context);

                // ----- Material Pass
                context.RenderTarget = renderTargetPool.Obtain2D(new RenderTargetFormat(
                                                                     context.Viewport.Width,
                                                                     context.Viewport.Height,
                                                                     false,
                                                                     SurfaceFormat.HdrBlendable,
                                                                     DepthFormat.Depth24Stencil8));
                graphicsDevice.SetRenderTarget(context.RenderTarget);
                context.Viewport = graphicsDevice.Viewport;
                graphicsDevice.Clear(Color.Black);
                graphicsDevice.DepthStencilState = DepthStencilState.Default;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.Opaque;
                context.RenderPass = "******";
                _meshRenderer.Render(sceneQuery.RenderableNodes, context);
                _decalRenderer.Render(sceneQuery.DecalNodes, context);
                context.RenderPass = null;
                graphicsDevice.ResetTextures();

                // ----- Occlusion Queries
                _lensFlareRenderer.UpdateOcclusion(sceneQuery.LensFlareNodes, context);

                // ----- Sky
                _skyRenderer.Render(sceneQuery.SkyNodes, context);

                // ----- Fog
                _fogRenderer.Render(sceneQuery.FogNodes, context);

                // ----- Forward Rendering of Alpha-Blended Meshes and Particles
                graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.AlphaBlend;
                context.RenderPass = "******";
                _transparentSceneRenderer.Render(sceneQuery.RenderableNodes, context, RenderOrder.BackToFront);
                context.RenderPass = null;
                graphicsDevice.ResetTextures();

                // ----- Lens Flares
                _lensFlareRenderer.Render(sceneQuery.LensFlareNodes, context);

                // ----- Post Processors
                context.SourceTexture = context.RenderTarget;
                context.RenderTarget  = currentRenderTarget;
                context.Viewport      = halfViewport;
                PostProcessors.Process(context);

                renderTargetPool.Recycle((RenderTarget2D)context.SourceTexture);
                context.SourceTexture = null;

                // ----- Optional: Restore the Z-Buffer
                _rebuildZBufferRenderer.Render(context, true);

                // ----- Debug Output
                DebugRenderer.Render(context);

                // ----- Draw Reticle
                if (DrawReticle)
                {
                    _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                    _spriteBatch.Draw(
                        _reticle,
                        new Vector2(halfViewport.Width / 2 - _reticle.Width / 2, halfViewport.Height / 2 - _reticle.Height / 2),
                        Color.Black);
                    _spriteBatch.End();
                }

                // ----- Clean-up
                renderTargetPool.Recycle(context.GBuffer0);
                context.GBuffer0 = null;
                renderTargetPool.Recycle(context.GBuffer1);
                context.GBuffer1 = null;
                renderTargetPool.Recycle((RenderTarget2D)context.Data[RenderContextKeys.DepthBufferHalf]);
                context.Data.Remove(RenderContextKeys.DepthBufferHalf);
                renderTargetPool.Recycle(context.LightBuffer0);
                context.LightBuffer0 = null;
                renderTargetPool.Recycle(context.LightBuffer1);
                context.LightBuffer1 = null;
                _shadowMaskRenderer.RecycleShadowMasks();

                sceneQuery.Reset();
            }

            // ----- Copy screens.
            // Copy the previous screens from the temporary render targets into the back buffer.
            context.Viewport        = fullViewport;
            graphicsDevice.Viewport = fullViewport;

            _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
            _spriteBatch.Draw(renderTarget0, viewport0.Bounds, Color.White);
            _spriteBatch.Draw(renderTarget1, viewport1.Bounds, Color.White);
            _spriteBatch.Draw(renderTarget2, viewport2.Bounds, Color.White);
            _spriteBatch.End();

            renderTargetPool.Recycle(renderTarget0);
            renderTargetPool.Recycle(renderTarget1);
            renderTargetPool.Recycle(renderTarget2);

            context.Scene         = null;
            context.CameraNode    = null;
            context.LodCameraNode = null;
            context.RenderPass    = null;
        }