public void TestCombineFinalRenderer() { //TODO: add a way to show the specular in the alpha channel var game = new DX11Game(); game.InitDirectX(); var test = new TestCombineFinalClass(game); game.GameLoopEvent += delegate { test.DrawUpdatedDeferredRendering(); game.Device.ImmediateContext.ClearState(); game.SetBackbuffer(); test.DrawCombined(); }; game.Run(); }
public void TestFog() { var game = new DX11Game(); game.InitDirectX(); var device = game.Device; var context = device.ImmediateContext; var desc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R16G16B16A16_Float, Width = 800, Height = 600, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1, OptionFlags = ResourceOptionFlags.GenerateMipMaps }; var hdrImage = new Texture2D(device, desc); var hdrImageRTV = new RenderTargetView(device, hdrImage); var hdrImageRV = new ShaderResourceView(device, hdrImage); var desc2 = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R8G8B8A8_UNorm, Width = 800, Height = 600, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1, OptionFlags = ResourceOptionFlags.GenerateMipMaps }; var toneMappedImage = new Texture2D(device, desc2); var toneMappedImageRTV = new RenderTargetView(device, toneMappedImage); var toneMappedImageRV = new ShaderResourceView(device, toneMappedImage); var foggedImage = new Texture2D(device, desc2); var foggedImageRTV = new RenderTargetView(device, foggedImage); var foggedImageRV = new ShaderResourceView(device, foggedImage); var calculater = new AverageLuminanceCalculater(game, hdrImageRV); var toneMap = new ToneMapRenderer(game); var combineFinal = new TestCombineFinalClass(game); var fogRenderer = new FogEffect(game); game.GameLoopEvent += delegate { combineFinal.DrawUpdatedDeferredRendering(); if (game.Keyboard.IsKeyDown(Key.I)) { return; } context.Rasterizer.SetViewports(new Viewport(0, 0, 800, 600)); context.OutputMerger.SetTargets(hdrImageRTV); combineFinal.DrawCombined(); calculater.DrawUpdatedLogLuminance(); calculater.DrawUpdatedAdaptedLogLuminance(); context.ClearState(); game.SetBackbuffer(); context.OutputMerger.SetTargets(toneMappedImageRTV); if (game.Keyboard.IsKeyDown(Key.K)) { game.TextureRenderer.Draw(calculater.AverageLuminanceRV, new Vector2(10, 10), new Vector2(300, 300)); game.TextureRenderer.Draw(hdrImageRV, new Vector2(320, 10), new Vector2(300, 300)); game.TextureRenderer.Draw(calculater.CurrAverageLumRV, new Vector2(10, 320), new Vector2(270, 270)); } else { toneMap.DrawTonemapped(hdrImageRV, calculater.CurrAverageLumRV); } context.ClearState(); game.SetBackbuffer(); fogRenderer.PostProcessFog(toneMappedImageRV, combineFinal.FilledGBuffer.GBuffer, foggedImageRTV); context.ClearState(); game.SetBackbuffer(); //context.ClearRenderTargetView(foggedImageRTV, new Color4(1, 1, 0)); game.TextureRenderer.Draw(foggedImageRV, new Vector2(0, 0), new Vector2(800, 600)); }; game.Run(); }