public static void RenderCubemap(DeviceContext context, TextureObject targetTexture, TextureObject targetDepth, SimpleSceneWrapper sceneWrapper, Vector3 position, float range, bool depthOnly = false, Color4 clearColor = new Color4()) { //using (new GpuProfilePoint(context, "CubemapRendering")) { // some hardcoded near plane Matrix projectionMatrix = Matrix.PerspectiveFovLH((float)Math.PI / 2.0f, 1.0f, 0.05f, range); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare); // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene")); context.PixelShader.Set(depthOnly ? null : ShaderManager.GetPixelShader("PixelSceneSimple")); dynamic cvpb = m_CurrentViewportBuffer; for (int i = 0; i < 6; ++i) { Vector3 lookAt = new Vector3(); Vector3 upVec = new Vector3(); switch (i) { case 0: lookAt = new Vector3(1.0f, 0.0f, 0.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 1: lookAt = new Vector3(-1.0f, 0.0f, 0.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 2: lookAt = new Vector3(0.0f, 1.0f, 0.0f); upVec = new Vector3(0.0f, 0.0f, -1.0f); break; case 3: lookAt = new Vector3(0.0f, -1.0f, 0.0f); upVec = new Vector3(0.0f, 0.0f, 1.0f); break; case 4: lookAt = new Vector3(0.0f, 0.0f, 1.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 5: lookAt = new Vector3(0.0f, 0.0f, -1.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; } Matrix viewMatrix = Matrix.LookAtLH(position, position + lookAt, upVec); cvpb.g_ProjMatrix = projectionMatrix; cvpb.g_ViewMatrix = viewMatrix; cvpb.g_ViewProjMatrix = viewMatrix * projectionMatrix; { context.ClearRenderTargetView(targetTexture.m_ArrayRenderTargetViews[i], clearColor); context.ClearDepthStencilView(targetDepth.m_ArrayDepthStencilViews[i], DepthStencilClearFlags.Depth, 1.0f, 0); RenderTargetSet.BindTextureAsRenderTarget(context, targetTexture.m_ArrayRenderTargetViews[i], targetDepth.m_ArrayDepthStencilViews[i], targetTexture.m_Width, targetTexture.m_Height); m_CurrentViewportBuffer.CompileAndBind(context); // render triangles sceneWrapper.Render(context); RenderTargetSet.BindNull(context); } } ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); } }
public void RenderFrame(DeviceContext context, double timeElapsed, RenderTargetSet targetRT) { ShaderManager.BindSamplerStates(context); PerlinNoiseRenderHelper.BindTextures(context); RenderTargetSet currentFrameMainBuffer = TemporalSurfaceManager.GetRenderTargetCurrent("SceneMainRender"); RenderTargetSet ssaoRT = RenderTargetManager.RequestRenderTargetFromPool(m_SSAODescriptor); bool useTemporal = !DebugManager.m_DisabledTemporal; if (!m_ShadowsInitialized) { InitializeShadowmapAndCubemaps(context, timeElapsed); } CalculateAndUpdateConstantBuffer(context, timeElapsed); if (false) { m_GIRenderer.PartialGIUpdate(context, m_SimpleSceneWrapper, m_ResolvedShadow); } m_CurrentViewportBuffer.Bind(context); using (new GpuProfilePoint(context, "DepthPrepass")) { // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene")); context.PixelShader.Set(ShaderManager.GetPixelShader("DepthNormalPrepass")); currentFrameMainBuffer.Clear(context, new Color4(1.0f, 1.0f, 1.0f, 1.5f), true); currentFrameMainBuffer.BindAsRenderTarget(context, true, true); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthWriteCompare); // render triangles m_SimpleSceneWrapper.Render(context); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); RenderTargetSet.BindNull(context); DebugManager.RegisterDebug(context, "NormalsPrepass", currentFrameMainBuffer); } RenderTargetSet motionVectorsSurface = TemporalSurfaceManager.GetRenderTargetCurrent("MotionVectors"); RenderTargetSet motionVectorsSurfacePrevious = TemporalSurfaceManager.GetRenderTargetHistory("MotionVectors"); m_ResolveMotionVectorsPass.ExecutePass(context, motionVectorsSurface, currentFrameMainBuffer); DebugManager.RegisterDebug(context, "MotionVectors", motionVectorsSurface); m_DepthOperationsPass.ExecutePass(context, currentFrameMainBuffer); RenderTargetSet linearDepth = m_DepthOperationsPass.m_LinearDepth; m_SSAOPass.ExecutePass(context, ssaoRT, m_DepthOperationsPass.m_HalfLinearDepth, motionVectorsSurface, m_DepthOperationsPass.m_HalfNormals, m_DepthOperationsPass); m_SSReflectionsPass.ExecutePass(context, m_DepthOperationsPass.m_HalfLinearDepth, motionVectorsSurface, m_DepthOperationsPass.m_HalfNormals, TemporalSurfaceManager.GetRenderTargetHistory("SceneMainRender"), m_ViewportCamera, m_DepthOperationsPass); m_VolumetricFog.RenderVolumetricFog(context, m_ResolvedShadow.m_RenderTargets[0], m_GIRenderer); using (new GpuProfilePoint(context, "MainForwardRender")) { // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene")); context.PixelShader.Set(ShaderManager.GetPixelShader("PixelScene")); currentFrameMainBuffer.BindAsRenderTarget(context, true); m_ResolvedShadow.BindSRV(context, 0); ssaoRT.BindSRV(context, 1); TemporalSurfaceManager.GetRenderTargetCurrent("SSReflections").BindSRV(context, 2); m_DepthOperationsPass.m_BilateralUpsampleOffsets.BindSRV(context, 10); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeR.m_ShaderResourceView, 5); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeG.m_ShaderResourceView, 6); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeB.m_ShaderResourceView, 7); context.PixelShader.SetShaderResource(m_VolumetricFog.m_ScatteringTexture.m_ShaderResourceView, 8); context.PixelShader.SetShaderResource(m_CubeObjectFiltered.m_ShaderResourceView, 11); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare); LightingLUTHelper.BindTextures(context); // render triangles m_SimpleSceneWrapper.Render(context); // render sky PostEffectHelper.RenderFullscreenTriangle(context, "Sky", true); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); RenderTargetSet.BindNull(context); } RenderTargetManager.ReleaseRenderTargetToPool(ssaoRT); using (new GpuProfilePoint(context, "PostEffects")) { RenderTargetSet postEffectSurfacePong = RenderTargetManager.RequestRenderTargetFromPool(m_FullResDescriptor); RenderTargetSet source, dest; source = currentFrameMainBuffer; dest = postEffectSurfacePong; dynamic ppcb = m_PostEffectsConstantBuffer; if (ppcb.g_DofCoCScale > 0.0f) { m_ScatterDOFPass.ExecutePass(context, dest, currentFrameMainBuffer, currentFrameMainBuffer); PostEffectHelper.Swap(ref source, ref dest); } RenderTargetSet luminanceTexture = m_LuminanceCalculations.ExecutePass(context, source); RenderTargetSet resolvedCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("ResolvedColor"); RenderTargetSet resolvedHistory = TemporalSurfaceManager.GetRenderTargetHistory("ResolvedColor"); m_ResolveHDRPass.ExecutePass(context, resolvedCurrent, source, luminanceTexture); DebugManager.RegisterDebug(context, "ResolvedNoTemporal", resolvedCurrent); RenderTargetSet resolvedTemporal = RenderTargetManager.RequestRenderTargetFromPool(m_ResolvedColorDescriptor); RenderTargetSet finalResolvedTarget = resolvedCurrent; if (useTemporal) { m_ResolveTemporalPass.ExecutePass(context, resolvedTemporal, resolvedCurrent, resolvedHistory, motionVectorsSurface, motionVectorsSurfacePrevious, true); finalResolvedTarget = resolvedTemporal; } DebugManager.RegisterDebug(context, "ResolvedNoFXAA", finalResolvedTarget); m_FxaaPass.ExecutePass(context, targetRT, finalResolvedTarget); RenderTargetManager.ReleaseRenderTargetToPool(resolvedTemporal); RenderTargetManager.ReleaseRenderTargetToPool(postEffectSurfacePong); } }
public void RenderFrame(DeviceContext context, double timeElapsed, RenderTargetSet targetRT) { ShaderManager.BindSamplerStates(context); PerlinNoiseRenderHelper.BindTextures(context); RenderTargetSet currentFrameMainBuffer = RenderTargetManager.RequestRenderTargetFromPool(m_FullResAndDepthDescriptor); RenderTargetSet linearDepth = RenderTargetManager.RequestRenderTargetFromPool(m_LinearDepthDescriptor); RenderTargetSet ssaoRT = RenderTargetManager.RequestRenderTargetFromPool(m_SSAODescriptor); if (!m_ShadowsInitialized) { m_ShadowCamera.m_CameraForward = new Vector3(-0.15f, -1.0f, 0.15f); m_ShadowCamera.m_CameraForward.Normalize(); Vector3 min, max; m_SimpleSceneWrapper.GetSceneBounds(out min, out max); Vector3 sceneTop = (min + max) * 0.5f; sceneTop.Y = max.Y; m_ShadowCamera.m_OrthoZoomX = (max.X - min.X) * 0.7f; // some overlap m_ShadowCamera.m_OrthoZoomY = (max.Z - min.Z) * 0.7f; m_ShadowCamera.m_CameraPosition = sceneTop - m_ShadowCamera.m_CameraForward * 50.0f; m_ShadowCamera.m_CameraUp = new Vector3(0, 0, 1); } CalculateAndUpdateConstantBuffer(context, timeElapsed); if (!m_ShadowsInitialized) { m_ResolvedShadow = m_ShadowEVSMGenerator.RenderShadows(context, m_SimpleSceneWrapper); m_ShadowsInitialized = true; } if (false) { m_GIRenderer.PartialGIUpdate(context, m_SimpleSceneWrapper, m_ResolvedShadow); } m_CurrentViewportBuffer.Bind(context); using (new GpuProfilePoint(context, "DepthPrepass")) { // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene")); context.PixelShader.Set(ShaderManager.GetPixelShader("DepthNormalPrepass")); currentFrameMainBuffer.Clear(context, new Color4(1.0f, 1.0f, 1.0f, 1.5f), true); currentFrameMainBuffer.BindAsRenderTarget(context, true, false); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthWriteCompare); // render triangles m_SimpleSceneWrapper.Render(context); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); RenderTargetSet.BindNull(context); } RenderTargetSet motionVectorsSurface = TemporalSurfaceManager.GetRenderTargetCurrent("MotionVectors"); RenderTargetSet motionVectorsSurfacePrevious = TemporalSurfaceManager.GetRenderTargetHistory("MotionVectors"); m_ResolveMotionVectorsPass.ExecutePass(context, motionVectorsSurface, currentFrameMainBuffer); PostEffectHelper.LinearizeDepth(context, linearDepth, currentFrameMainBuffer); SurfaceDebugManager.RegisterDebug(context, "LinearDepth", linearDepth); m_SSAOPass.ExecutePass(context, ssaoRT, linearDepth, motionVectorsSurface); m_VolumetricFog.RenderVolumetricFog(context, m_ResolvedShadow.m_RenderTargets[0], m_GIRenderer); using (new GpuProfilePoint(context, "MainForwardRender")) { // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene")); context.PixelShader.Set(ShaderManager.GetPixelShader("PixelScene")); currentFrameMainBuffer.BindAsRenderTarget(context, true); m_ResolvedShadow.BindSRV(context, 0); ssaoRT.BindSRV(context, 1); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeR.m_ShaderResourceView, 5); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeG.m_ShaderResourceView, 6); context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeB.m_ShaderResourceView, 7); context.PixelShader.SetShaderResource(m_VolumetricFog.m_ScatteringTexture.m_ShaderResourceView, 8); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare); // render triangles m_SimpleSceneWrapper.Render(context); // render sky PostEffectHelper.RenderFullscreenTriangle(context, "Sky", true); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); RenderTargetSet.BindNull(context); } using (new GpuProfilePoint(context, "PostEffects")) { RenderTargetSet postEffectSurfacePong = RenderTargetManager.RequestRenderTargetFromPool(m_FullResDescriptor); RenderTargetSet source, dest; source = currentFrameMainBuffer; dest = postEffectSurfacePong; dynamic ppcb = m_PostEffectsConstantBuffer; if (ppcb.g_DofCoCScale > 0.0f) { m_ScatterDOFPass.ExecutePass(context, dest, currentFrameMainBuffer, currentFrameMainBuffer); PostEffectHelper.Swap(ref source, ref dest); } RenderTargetSet luminanceTexture = m_LuminanceCalculations.ExecutePass(context, source); RenderTargetSet resolvedCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("ResolvedColor"); RenderTargetSet resolvedHistory = TemporalSurfaceManager.GetRenderTargetHistory("ResolvedColor"); m_ResolveHDRPass.ExecutePass(context, resolvedCurrent, source, luminanceTexture); RenderTargetSet resolvedTemporal = RenderTargetManager.RequestRenderTargetFromPool(m_ResolvedColorDescriptor); m_ResolveTemporalPass.ExecutePass(context, resolvedTemporal, resolvedCurrent, resolvedHistory, motionVectorsSurface, motionVectorsSurfacePrevious, true); SurfaceDebugManager.RegisterDebug(context, "ResolvedNoFXAA", resolvedTemporal); m_FxaaPass.ExecutePass(context, targetRT, resolvedTemporal); RenderTargetManager.ReleaseRenderTargetToPool(resolvedTemporal); RenderTargetManager.ReleaseRenderTargetToPool(postEffectSurfacePong); } RenderTargetManager.ReleaseRenderTargetToPool(ssaoRT); RenderTargetManager.ReleaseRenderTargetToPool(linearDepth); RenderTargetManager.ReleaseRenderTargetToPool(currentFrameMainBuffer); }
public RenderTargetSet RenderShadows(DeviceContext context, SimpleSceneWrapper simpleSceneWrapper) { RenderTargetSet.RenderTargetDescriptor evsmDescriptor = new RenderTargetSet.RenderTargetDescriptor() { m_Format = Format.R32G32B32A32_Float, m_HasDepth = false, m_NumSurfaces = 1, m_Height = 1024, m_Width = 1024 }; RenderTargetSet EVSMTexture = m_EVSMTexture == null?RenderTargetManager.RequestRenderTargetFromPool(evsmDescriptor) : m_EVSMTexture; { RenderTargetSet.RenderTargetDescriptor shadowMapDescriptor = new RenderTargetSet.RenderTargetDescriptor() { m_Format = Format.Unknown, m_HasDepth = true, m_NumSurfaces = 0, m_Height = 2048, m_Width = 2048 }; RenderTargetSet shadowBuffer = RenderTargetManager.RequestRenderTargetFromPool(shadowMapDescriptor); using (new GpuProfilePoint(context, "Shadowmap")) { // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexShadow")); context.PixelShader.Set(null); shadowBuffer.Clear(context, new Color4(), true); shadowBuffer.BindAsRenderTarget(context, true); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthWriteCompare); // render triangles simpleSceneWrapper.RenderNoMaterials(context); RenderTargetSet.BindNull(context); } using (new GpuProfilePoint(context, "EVSM Resolve")) { shadowBuffer.BindDepthAsSRV(context, 0); EVSMTexture.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "ReconstructEVSM"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } RenderTargetSet EVSMTextureTemp = RenderTargetManager.RequestRenderTargetFromPool(evsmDescriptor); using (new GpuProfilePoint(context, "EVSM Blur")) { EVSMTexture.BindSRV(context, 1); EVSMTextureTemp.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "BlurEVSMHorizontal"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); EVSMTextureTemp.BindSRV(context, 1); EVSMTexture.BindAsRenderTarget(context); PostEffectHelper.RenderFullscreenTriangle(context, "BlurEVSMVertical"); RenderTargetSet.BindNull(context); ContextHelper.ClearSRVs(context); } RenderTargetManager.ReleaseRenderTargetToPool(shadowBuffer); RenderTargetManager.ReleaseRenderTargetToPool(EVSMTextureTemp); } m_EVSMTexture = EVSMTexture; return(EVSMTexture); }