コード例 #1
0
        public void TestSpotLightRendererShadowing()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var light = new SpotLightRenderer(game, filledGBuffer.GBuffer);

            light.LightRadius *= 2;

            light.ShadowsEnabled = true;

            var toggle = false;



            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                light.UpdateLightCamera();
                game.Camera = light.LightCamera;

                light.UpdateShadowMap(filledGBuffer.Draw);

                game.Camera = game.SpectaterCamera;


                game.SetBackbuffer();

                if (game.Keyboard.IsKeyPressed(Key.C))
                {
                    toggle = !toggle;
                }

                if (toggle)
                {
                    light.SpotDirection = game.SpectaterCamera.CameraDirection;
                    light.LightPosition = game.SpectaterCamera.CameraPosition;
                }

                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    light.Draw();
                    game.TextureRenderer.Draw(light.ShadowMapRv, new Vector2(10, 10), new Vector2(300, 300));
                    game.LineManager3D.AddViewFrustum(light.LightCamera.ViewProjection,
                                                      new Color4(1, 0, 0));
                }
            };

            game.Run();
        }
コード例 #2
0
        public void TestPointLightAccumulation()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var light = new PointLightRenderer(game, filledGBuffer.GBuffer);

            var toggle = false;

            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                game.SetBackbuffer();

                if (game.Keyboard.IsKeyPressed(Key.C))
                {
                    toggle = !toggle;
                }

                if (toggle)
                {
                    light.LightPosition = game.SpectaterCamera.CameraPosition;
                }

                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    light.Draw();
                }
            };

            game.Run();


            light.Dispose();
            filledGBuffer.Dispose();
        }
コード例 #3
0
        public void TestDirectionalLightAccumulation()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var light = new DirectionalLightRenderer(game, filledGBuffer.GBuffer);

            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                game.SetBackbuffer();

                if (game.Keyboard.IsKeyDown(Key.C))
                {
                    game.SpectaterCamera.Enabled = false;

                    var mat = Matrix.RotationY(game.Mouse.RelativeX * game.Elapsed * 5) * Matrix.RotationX(game.Mouse.RelativeY * game.Elapsed * 5);

                    light.LightDirection = Vector3.TransformNormal(light.LightDirection, mat);
                }
                else
                {
                    game.SpectaterCamera.Enabled = true;
                }

                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    light.Draw();
                }
            };

            game.Run();
        }
コード例 #4
0
            public TestCombineFinalClass(DX11Game game)
            {
                this.game = game;

                var device = game.Device;

                context = device.ImmediateContext;

                FilledGBuffer = new TestFilledGBuffer(game, 800, 600);

                spot        = new SpotLightRenderer(game, FilledGBuffer.GBuffer);
                point       = new PointLightRenderer(game, FilledGBuffer.GBuffer);
                directional = new DirectionalLightRenderer(game, FilledGBuffer.GBuffer);

                state = 0;


                combineFinal = new CombineFinalRenderer(game, FilledGBuffer.GBuffer);



                var desc = new Texture2DDescription
                {
                    BindFlags =
                        BindFlags.RenderTarget | BindFlags.ShaderResource,
                    Format            = Format.R16G16B16A16_Float,
                    Width             = FilledGBuffer.GBuffer.Width,
                    Height            = FilledGBuffer.GBuffer.Height,
                    ArraySize         = 1,
                    SampleDescription = new SampleDescription(1, 0),
                    MipLevels         = 1
                };

                hdrImage = new Texture2D(device, desc);

                hdrImageRTV = new RenderTargetView(device, hdrImage);
                hdrImageRV  = new ShaderResourceView(device, hdrImage);
            }
コード例 #5
0
        public void TestCascadedShadowMapping()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var csmRenderer = new CSMRenderer(game);

            var toggle = false;

            var light = new DirectionalLight();


            game.GameLoopEvent += delegate
            {
                context.ClearState();
                filledGBuffer.DrawUpdatedGBuffer();

                csmRenderer.UpdateShadowMap(delegate(OrthographicCamera lightCamera)
                {
                    game.Camera = lightCamera;

                    filledGBuffer.Draw();

                    game.Camera = game.SpectaterCamera;
                }, light, game.SpectaterCamera);

                game.SetBackbuffer();

                if (game.Keyboard.IsKeyPressed(Key.C))
                {
                    toggle = !toggle;
                }

                if (toggle)
                {
                    light.Direction = game.SpectaterCamera.CameraDirection;
                }


                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    csmRenderer.RenderShadowOcclusion(game.SpectaterCamera, filledGBuffer.GBuffer.DepthRV);
                    //light.Draw();
                    game.TextureRenderer.Draw(csmRenderer.ShadowMapRV, new Vector2(10, 10), new Vector2(590, 200));

                    for (int i = 0; i < 6; i++)
                    {
                        //game.LineManager3D.AddViewFrustum(light.LightCameras[i].ViewProjection,
                        //new Color4(0, 1, 0));
                    }
                }
            };

            game.Run();
        }
コード例 #6
0
        public void TestMultipleLightAccumulation()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var spot        = new SpotLightRenderer(game, filledGBuffer.GBuffer);
            var point       = new PointLightRenderer(game, filledGBuffer.GBuffer);
            var directional = new DirectionalLightRenderer(game, filledGBuffer.GBuffer);

            var state = 0;

            var bsDesc = new BlendStateDescription();
            var b      = new RenderTargetBlendDescription();

            b.BlendEnable           = true;
            b.BlendOperation        = BlendOperation.Add;
            b.BlendOperationAlpha   = BlendOperation.Add;
            b.DestinationBlend      = BlendOption.One;
            b.DestinationBlendAlpha = BlendOption.One;
            b.SourceBlend           = BlendOption.One;
            b.SourceBlendAlpha      = BlendOption.One;
            b.RenderTargetWriteMask = ColorWriteMaskFlags.All;
            bsDesc.RenderTargets[0] = b;


            var blendState = BlendState.FromDescription(device, bsDesc);
            var depthState = DepthStencilState.FromDescription(device, new DepthStencilStateDescription
            {
                IsDepthEnabled   = false,
                IsStencilEnabled = false,
            });


            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                game.SetBackbuffer();

                if (game.Keyboard.IsKeyPressed(Key.D1))
                {
                    state = 0;
                }
                if (game.Keyboard.IsKeyPressed(Key.D2))
                {
                    state = 1;
                }
                if (game.Keyboard.IsKeyPressed(Key.D3))
                {
                    state = 2;
                }
                if (game.Keyboard.IsKeyPressed(Key.D4))
                {
                    state = 3;
                }

                switch (state)
                {
                case 0:
                    break;

                case 1:
                    directional.LightDirection = game.SpectaterCamera.CameraDirection;
                    break;

                case 2:
                    point.LightPosition = game.SpectaterCamera.CameraPosition;

                    break;

                case 3:
                    spot.LightPosition = game.SpectaterCamera.CameraPosition;
                    spot.SpotDirection = game.SpectaterCamera.CameraDirection;
                    break;
                }



                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    context.OutputMerger.DepthStencilState = depthState;
                    directional.Draw();
                    context.OutputMerger.BlendState = blendState;
                    spot.Draw();
                    point.Draw();
                    context.OutputMerger.BlendState        = null;
                    context.OutputMerger.DepthStencilState = null;
                }
            };

            game.Run();
        }