コード例 #1
0
        internal TerrainPatch(
            HeightMap heightMap,
            Rectangle patchBounds,
            GraphicsDevice graphicsDevice,
            TerrainPatchIndexBufferCache indexBufferCache,
            ResourceSet materialResourceSet)
        {
            Bounds = patchBounds;

            _indexBuffer = indexBufferCache.GetIndexBuffer(
                patchBounds.Width,
                patchBounds.Height,
                out var indices);

            _numIndices = (uint)indices.Length;

            _vertexBuffer = AddDisposable(CreateVertexBuffer(
                                              graphicsDevice,
                                              heightMap,
                                              patchBounds,
                                              indices,
                                              out var boundingBox,
                                              out var triangles));

            BoundingBox = boundingBox;
            Triangles   = triangles;

            _beforeRender = (cl, context) =>
            {
                cl.SetGraphicsResourceSet(4, materialResourceSet);
                cl.SetVertexBuffer(0, _vertexBuffer);
            };
        }
コード例 #2
0
ファイル: TerrainPatch.cs プロジェクト: lanyizi/OpenSAGE
        internal TerrainPatch(
            HeightMap heightMap,
            Rectangle patchBounds,
            GraphicsDevice graphicsDevice,
            TerrainPatchIndexBufferCache indexBufferCache,
            Material material)
        {
            Bounds = patchBounds;

            _indexBuffer = indexBufferCache.GetIndexBuffer(
                patchBounds.Width,
                patchBounds.Height,
                out var indices);

            _numIndices = (uint)indices.Length;

            _vertexBuffer = AddDisposable(CreateVertexBuffer(
                                              graphicsDevice,
                                              heightMap,
                                              patchBounds,
                                              indices,
                                              out var boundingBox,
                                              out var triangles));

            BoundingBox = boundingBox;
            Triangles   = triangles;

            _material = material;

            _beforeRender = (CommandList cl, Graphics.Rendering.RenderContext context, in RenderItem renderItem) =>
            {
                cl.SetVertexBuffer(0, _vertexBuffer);
            };
        }
コード例 #3
0
ファイル: TerrainPatch.cs プロジェクト: OpenSAGE/OpenSAGE
        internal TerrainPatch(
            HeightMap heightMap,
            Rectangle patchBounds,
            GraphicsDevice graphicsDevice,
            TerrainPatchIndexBufferCache indexBufferCache,
            Material material)
        {
            DebugName = $"Terrain_{Bounds}";

            Bounds = patchBounds;

            _indexBuffer = indexBufferCache.GetIndexBuffer(
                patchBounds.Width,
                patchBounds.Height,
                out var indices);

            _numIndices = (uint)indices.Length;

            _vertexBuffer = AddDisposable(CreateVertexBuffer(
                                              graphicsDevice,
                                              heightMap,
                                              patchBounds,
                                              indices,
                                              out var boundingBox,
                                              out var triangles));

            BoundingBox = boundingBox;
            Triangles   = triangles;

            MaterialPass = new MaterialPass(material, null);
        }
コード例 #4
0
ファイル: Terrain.cs プロジェクト: DaanMeijer/OpenSAGE
        private List <TerrainPatch> CreatePatches(
            GraphicsDevice graphicsDevice,
            HeightMap heightMap,
            TerrainPatchIndexBufferCache indexBufferCache,
            ResourceSet materialResourceSet,
            ResourceSet radiusCursorDecalsResourceSet,
            Func <ResourceSet> causticsRendererCallback)
        {
            const int numTilesPerPatch = PatchSize - 1;

            var heightMapWidthMinusOne = heightMap.Width - 1;
            var numPatchesX            = heightMapWidthMinusOne / numTilesPerPatch;

            if (heightMapWidthMinusOne % numTilesPerPatch != 0)
            {
                numPatchesX += 1;
            }

            var heightMapHeightMinusOne = heightMap.Height - 1;
            var numPatchesY             = heightMapHeightMinusOne / numTilesPerPatch;

            if (heightMapHeightMinusOne % numTilesPerPatch != 0)
            {
                numPatchesY += 1;
            }

            var patches = new List <TerrainPatch>();

            for (var y = 0; y < numPatchesY; y++)
            {
                for (var x = 0; x < numPatchesX; x++)
                {
                    var patchX = x * numTilesPerPatch;
                    var patchY = y * numTilesPerPatch;

                    var patchBounds = new Rectangle(
                        patchX,
                        patchY,
                        Math.Min(PatchSize, heightMap.Width - patchX),
                        Math.Min(PatchSize, heightMap.Height - patchY));

                    patches.Add(AddDisposable(new TerrainPatch(
                                                  heightMap,
                                                  patchBounds,
                                                  graphicsDevice,
                                                  indexBufferCache,
                                                  materialResourceSet,
                                                  radiusCursorDecalsResourceSet,
                                                  causticsRendererCallback)));
                }
            }

            return(patches);
        }
コード例 #5
0
        internal TerrainPatch(
            HeightMap heightMap,
            Rectangle patchBounds,
            GraphicsDevice graphicsDevice,
            TerrainPatchIndexBufferCache indexBufferCache,
            ResourceSet materialResourceSet,
            ResourceSet radiusCursorDecalsResourceSet,
            Func <ResourceSet> causticsRendererCallback)
        {
            Bounds = patchBounds;

            _indexBuffer = indexBufferCache.GetIndexBuffer(
                patchBounds.Width,
                patchBounds.Height,
                out var indices);

            _numIndices = (uint)indices.Length;

            _vertexBuffer = AddDisposable(CreateVertexBuffer(
                                              graphicsDevice,
                                              heightMap,
                                              patchBounds,
                                              indices,
                                              out var boundingBox,
                                              out var triangles));

            BoundingBox = boundingBox;
            Triangles   = triangles;

            _beforeRender = (cl, context) =>
            {
                var isRender = context.Scene3D.Waters.IsRenderCaustics;
                if (isRender)
                {
                    var causticsResourceSet = causticsRendererCallback.Invoke();
                    cl.SetGraphicsResourceSet(4, causticsResourceSet);
                }
                else
                {
                    cl.SetGraphicsResourceSet(4, materialResourceSet);
                }
                cl.SetGraphicsResourceSet(5, radiusCursorDecalsResourceSet);
                cl.SetVertexBuffer(0, _vertexBuffer);
            };
        }
コード例 #6
0
        internal Terrain(MapFile mapFile, AssetLoadContext loadContext)
        {
            Map = mapFile;

            HeightMap = new HeightMap(mapFile.HeightMapData);

            _loadContext    = loadContext;
            _graphicsDevice = loadContext.GraphicsDevice;

            _indexBufferCache = AddDisposable(new TerrainPatchIndexBufferCache(loadContext.GraphicsDevice));

            var tileDataTexture = AddDisposable(CreateTileDataTexture(
                                                    loadContext.GraphicsDevice,
                                                    mapFile,
                                                    HeightMap));

            var cliffDetailsBuffer = AddDisposable(CreateCliffDetails(
                                                       loadContext.GraphicsDevice,
                                                       mapFile));

            CreateTextures(
                loadContext,
                mapFile.BlendTileData,
                out var textureArray,
                out var textureDetails);

            var textureDetailsBuffer = AddDisposable(loadContext.GraphicsDevice.CreateStaticStructuredBuffer(textureDetails));

            var terrainPipeline = loadContext.ShaderResources.Terrain.Pipeline;

            _materialConstantsBuffer = AddDisposable(
                new ConstantBuffer <TerrainShaderResources.TerrainMaterialConstants>(
                    loadContext.GraphicsDevice, "TerrainMaterialConstants"));
            _materialConstantsBuffer.Value = new TerrainShaderResources.TerrainMaterialConstants
            {
                MapBorderWidth          = new Vector2(mapFile.HeightMapData.BorderWidth, mapFile.HeightMapData.BorderWidth) * HeightMap.HorizontalScale,
                MapSize                 = new Vector2(mapFile.HeightMapData.Width, mapFile.HeightMapData.Height) * HeightMap.HorizontalScale,
                IsMacroTextureStretched = mapFile.EnvironmentData?.IsMacroTextureStretched ?? false
            };
            _materialConstantsBuffer.Update(loadContext.GraphicsDevice);

            var macroTexture = loadContext.AssetStore.Textures.GetByName(mapFile.EnvironmentData?.MacroTexture ?? "tsnoiseurb.dds");

            var casuticsTextures = BuildCausticsTextureArray(loadContext.AssetStore);

            var materialResourceSet = AddDisposable(loadContext.ShaderResources.Terrain.CreateMaterialResourceSet(
                                                        _materialConstantsBuffer.Buffer,
                                                        tileDataTexture,
                                                        cliffDetailsBuffer ?? loadContext.StandardGraphicsResources.GetNullStructuredBuffer(TerrainShaderResources.CliffInfo.Size),
                                                        textureDetailsBuffer,
                                                        textureArray,
                                                        macroTexture,
                                                        casuticsTextures));

            _material = AddDisposable(
                new Material(
                    loadContext.ShaderResources.Terrain,
                    loadContext.ShaderResources.Terrain.Pipeline,
                    materialResourceSet));

            CloudTexture = loadContext.AssetStore.Textures.GetByName(mapFile.EnvironmentData?.CloudTexture ?? "tscloudmed.dds");

            OnHeightMapChanged();
        }
コード例 #7
0
ファイル: Terrain.cs プロジェクト: DarkAtra/OpenSAGE
        internal Terrain(MapFile mapFile, AssetLoadContext loadContext)
        {
            Map = mapFile;

            HeightMap = new HeightMap(mapFile.HeightMapData);

            _graphicsDevice = loadContext.GraphicsDevice;

            _indexBufferCache = AddDisposable(new TerrainPatchIndexBufferCache(loadContext.GraphicsDevice));

            var tileDataTexture = AddDisposable(CreateTileDataTexture(
                                                    loadContext.GraphicsDevice,
                                                    mapFile,
                                                    HeightMap));

            var cliffDetailsBuffer = AddDisposable(CreateCliffDetails(
                                                       loadContext.GraphicsDevice,
                                                       mapFile));

            CreateTextures(
                loadContext,
                mapFile.BlendTileData,
                out var textureArray,
                out var textureDetails);

            var textureDetailsBuffer = AddDisposable(loadContext.GraphicsDevice.CreateStaticStructuredBuffer(textureDetails));

            var terrainPipeline = loadContext.ShaderResources.Terrain.Pipeline;

            _materialConstantsBuffer = AddDisposable(
                new ConstantBuffer <TerrainShaderResources.TerrainMaterialConstants>(
                    loadContext.GraphicsDevice, "TerrainMaterialConstants"));
            _materialConstantsBuffer.Value = new TerrainShaderResources.TerrainMaterialConstants
            {
                MapBorderWidth          = new Vector2(mapFile.HeightMapData.BorderWidth, mapFile.HeightMapData.BorderWidth) * HeightMap.HorizontalScale,
                MapSize                 = new Vector2(mapFile.HeightMapData.Width, mapFile.HeightMapData.Height) * HeightMap.HorizontalScale,
                IsMacroTextureStretched = mapFile.EnvironmentData?.IsMacroTextureStretched ?? false
            };
            _materialConstantsBuffer.Update(loadContext.GraphicsDevice);

            var macroTexture = loadContext.AssetStore.Textures.GetByName(mapFile.EnvironmentData?.MacroTexture ?? "tsnoiseurb.dds");

            RadiusCursorDecals = AddDisposable(new RadiusCursorDecals(loadContext.AssetStore, loadContext.GraphicsDevice));

            var casuticsTextures = BuildCausticsTextureArray(loadContext.AssetStore);

            _materialResourceSet = AddDisposable(loadContext.ShaderResources.Terrain.CreateMaterialResourceSet(
                                                     _materialConstantsBuffer.Buffer,
                                                     tileDataTexture,
                                                     cliffDetailsBuffer ?? loadContext.StandardGraphicsResources.GetNullStructuredBuffer(TerrainShaderResources.CliffInfo.Size),
                                                     textureDetailsBuffer,
                                                     textureArray,
                                                     macroTexture,
                                                     casuticsTextures));

            RadiusCursorDecalsResourceSet = AddDisposable(loadContext.ShaderResources.RadiusCursor.CreateRadiusCursorDecalsResourceSet(
                                                              RadiusCursorDecals.TextureArray,
                                                              RadiusCursorDecals.DecalConstants,
                                                              RadiusCursorDecals.DecalsBuffer));

            var cloudTexture = loadContext.AssetStore.Textures.GetByName(mapFile.EnvironmentData?.CloudTexture ?? "tscloudmed.dds");

            var cloudResourceLayout = AddDisposable(loadContext.GraphicsDevice.ResourceFactory.CreateResourceLayout(
                                                        new ResourceLayoutDescription(
                                                            new ResourceLayoutElementDescription("Global_CloudTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment))));

            CloudResourceSet = AddDisposable(loadContext.GraphicsDevice.ResourceFactory.CreateResourceSet(
                                                 new ResourceSetDescription(
                                                     cloudResourceLayout,
                                                     cloudTexture.Texture)));
            CloudResourceSet.Name = "Cloud resource set";

            _shaderSet = loadContext.ShaderResources.Terrain.ShaderSet;
            _pipeline  = terrainPipeline;

            OnHeightMapChanged();
        }