SetupCameraCubeFace() public method

public SetupCameraCubeFace ( System.Vector3 origin, CubeFace cubeFace, float near, float far ) : void
origin System.Vector3
cubeFace CubeFace
near float
far float
return void
コード例 #1
0
ファイル: RenderWorld.cs プロジェクト: ttou73/IronStar
        /// <summary>
        ///
        /// </summary>
        /// <param name="gameTime"></param>
        public void RenderRadiance()
        {
            var sw = new Stopwatch();

            Log.Message("Radiance capture...");

            sw.Start();
            using (new PixEvent("Capture Radiance")) {
                var sun = SkySettings.SunGlowIntensity;
                SkySettings.SunGlowIntensity = 0;

                int index = 0;

                foreach (var envLight in LightSet.EnvLights)
                {
                    for (int i = 0; i < 6; i++)
                    {
                        ClearBuffers(radianceFrame);

                        var camera = new Camera();
                        camera.SetupCameraCubeFace(envLight.Position, (CubeFace)i, 0.125f, 5000);

                        //	render g-buffer :
                        rs.SceneRenderer.RenderGBuffer(new GameTime(0, 0, 0), StereoEye.Mono, camera, radianceFrame, this, true);

                        //	render sky :
                        rs.Sky.Render(camera, StereoEye.Mono, radianceFrame, SkySettings);

                        //	render lights :
                        rs.LightRenderer.RenderLighting(StereoEye.Mono, camera, radianceFrame, this, rs.Sky.SkyCube);

                        //	downsample captured frame to cube face.
                        rs.Filter.StretchRect4x4(Radiance.GetSurface(0, (CubeFace)i), radianceFrame.HdrBuffer, SamplerState.LinearClamp, true);
                    }

                    //	prefilter cubemap :
                    rs.Filter.PrefilterEnvMap(Radiance);

                    RadianceCache.CopyFromRenderTargetCube(index, Radiance);
                    index++;
                }
                sw.Stop();

                SkySettings.SunGlowIntensity = sun;
            }

            Log.Message("{0} light probes - {1} ms", LightSet.EnvLights.Count, sw.ElapsedMilliseconds);
        }
コード例 #2
0
ファイル: RenderWorld.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// 
		/// </summary>
		/// <param name="gameTime"></param>
		public void RenderRadiance ()
		{
			var sw = new Stopwatch();

			Log.Message("Radiance capture...");

			sw.Start();
			using (new PixEvent("Capture Radiance")) {

				var sun	=	SkySettings.SunGlowIntensity;
				SkySettings.SunGlowIntensity = 0;

				int index = 0;

				foreach ( var envLight in LightSet.EnvLights ) {

					for (int i=0; i<6; i++) {
					
						ClearBuffers( radianceFrame );

						var camera = new Camera();
						camera.SetupCameraCubeFace( envLight.Position, (CubeFace)i, 0.125f, 5000 );

						//	render g-buffer :
						rs.SceneRenderer.RenderGBuffer( StereoEye.Mono, camera, radianceFrame, this );

						//	render sky :
						rs.Sky.Render( camera, StereoEye.Mono, radianceFrame, SkySettings );

						//	render lights :
						rs.LightRenderer.RenderLighting( StereoEye.Mono, camera, radianceFrame, this, rs.Sky.SkyCube );

						//	downsample captured frame to cube face.
						rs.Filter.StretchRect4x4( Radiance.GetSurface( 0, (CubeFace)i ), radianceFrame.HdrBuffer, SamplerState.LinearClamp, true );

						//	prefilter cubemap :
						rs.Filter.PrefilterEnvMap( Radiance );
					}
				
					RadianceCache.CopyFromRenderTargetCube( index, Radiance );
					index ++;
				}
				sw.Stop();
	
				SkySettings.SunGlowIntensity = sun;
			}

			Log.Message("{0} light probes - {1} ms", LightSet.EnvLights.Count, sw.ElapsedMilliseconds);
		}