コード例 #1
0
        public ShaderSource Generate(SkyboxGeneratorContext context)
        {
            // If the skybox is only used for lighting, don't generate a shader for the background
            if (context.Skybox.Usage == SkyboxUsage.Lighting)
            {
                return null;
            }

            var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap);
            return new ShaderClassSource("ComputeSkyboxCubeMapColor", key);
        }
コード例 #2
0
ファイル: SkyboxCubeMapModel.cs プロジェクト: zetz/xenko
        public ShaderSource Generate(SkyboxGeneratorContext context)
        {
            // If the skybox is only used for lighting, don't generate a shader for the background
            if (context.Skybox.Usage == SkyboxUsage.Lighting)
            {
                return(null);
            }

            var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap);

            return(new ShaderClassSource("ComputeSkyboxCubeMapColor", key));
        }
コード例 #3
0
            /// <inheritdoc/>
            protected override Task <ResultStatus> DoCommandOverride(ICommandContext commandContext)
            {
                // TODO Convert SkyboxAsset to Skybox and save to Skybox object
                // TODO Add system to prefilter

                using (var context = new SkyboxGeneratorContext(Parameters))
                {
                    var result = SkyboxGenerator.Compile(Parameters, context);

                    if (result.HasErrors)
                    {
                        result.CopyTo(commandContext.Logger);
                        return(Task.FromResult(ResultStatus.Failed));
                    }

                    context.Content.Save(Url, result.Skybox);
                }

                return(Task.FromResult(ResultStatus.Successful));
            }
コード例 #4
0
 public ShaderSource Generate(SkyboxGeneratorContext context)
 {
     var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap);
     return new ShaderClassSource("ComputeSkyboxCubeMapColor", key);
 }
コード例 #5
0
ファイル: SkyboxGenerator.cs プロジェクト: cg123/xenko
        public static SkyboxResult Compile(SkyboxAsset asset, SkyboxGeneratorContext context)
        {
            if (asset == null) throw new ArgumentNullException("asset");
            if (context == null) throw new ArgumentNullException("context");
            var result = new SkyboxResult { Skybox = new Skybox() };

            var parameters = context.Parameters;
            var skybox = result.Skybox;
            skybox.Parameters = parameters;

            if (asset.Model != null)
            {
                var cubemap = ((SkyboxCubeMapModel)asset.Model).CubeMap;
                if (cubemap == null)
                {
                    return result;
                }

                // load the skybox texture from the asset.
                var reference = AttachedReferenceManager.GetAttachedReference(cubemap);
                var skyboxTexture = context.Content.Load<Texture>(BuildTextureForSkyboxGenerationLocation(reference.Url));
                if (skyboxTexture.Dimension != TextureDimension.TextureCube)
                {
                    result.Error("SkyboxGenerator: The texture used as skybox should be a Cubemap.");
                    return result;
                }

                var shaderSource = asset.Model.Generate(context);
                parameters.Set(SkyboxKeys.Shader, shaderSource);

                // If we are using the skybox asset for lighting, we can compute it
                // TODO: This following code should be pluggable (like asset.Model.Generate(context);) but it is currently not
                if (asset.Usage != SkyboxUsage.Background)
                {
                    // -------------------------------------------------------------------
                    // Calculate Diffuse prefiltering
                    // -------------------------------------------------------------------
                    var lamberFiltering = new LambertianPrefilteringSHNoCompute(context.RenderContext)
                    {
                        HarmonicOrder = (int)asset.DiffuseSHOrder,
                        RadianceMap = skyboxTexture
                    };
                    lamberFiltering.Draw(context.RenderDrawContext);

                    var coefficients = lamberFiltering.PrefilteredLambertianSH.Coefficients;

                    // TODO: MOVE THE COEFFICIENTS TO THE SphericalHarmonics type in Core.Mathematics
                    var PI4 = 4*Math.PI;
                    var PI16 = 16*Math.PI;
                    var PI64 = 64*Math.PI;
                    var SQRT_PI = 1.77245385090551602729;

                    var bases = new float[coefficients.Length];
                    bases[0] = (float)(1.0/(2.0*SQRT_PI));

                    bases[1] = (float)(-Math.Sqrt(3.0/PI4));
                    bases[2] = (float)(Math.Sqrt(3.0/PI4));
                    bases[3] = (float)(-Math.Sqrt(3.0/PI4));

                    bases[4] = (float)(Math.Sqrt(15.0/PI4));
                    bases[5] = (float)(-Math.Sqrt(15.0/PI4));
                    bases[6] = (float)(Math.Sqrt(5.0/PI16));
                    bases[7] = (float)(-Math.Sqrt(15.0/PI4));
                    bases[8] = (float)(Math.Sqrt(15.0/PI16));

                    if (asset.DiffuseSHOrder == SkyboxPreFilteringDiffuseOrder.Order5)
                    {
                        bases[9] = -(float)Math.Sqrt(7/PI64);
                        bases[10] = (float)Math.Sqrt(105/PI4);
                        bases[11] = -(float)Math.Sqrt(21/PI16);
                        bases[12] = (float)Math.Sqrt(7/PI16);
                        bases[13] = -(float)Math.Sqrt(42/PI64);
                        bases[14] = (float)Math.Sqrt(105/PI16);
                        bases[15] = -(float)Math.Sqrt(70/PI64);

                        bases[16] = 3*(float)Math.Sqrt(35/PI16);
                        bases[17] = -3*(float)Math.Sqrt(70/PI64);
                        bases[18] = 3*(float)Math.Sqrt(5/PI16);
                        bases[19] = -3*(float)Math.Sqrt(10/PI64);
                        bases[20] = (float)(1.0/(16.0*SQRT_PI));
                        bases[21] = -3*(float)Math.Sqrt(10/PI64);
                        bases[22] = 3*(float)Math.Sqrt(5/PI64);
                        bases[23] = -3*(float)Math.Sqrt(70/PI64);
                        bases[24] = 3*(float)Math.Sqrt(35/(4*PI64));
                    }

                    for (int i = 0; i < coefficients.Length; i++)
                    {
                        coefficients[i] = coefficients[i]*bases[i];
                    }

                    skybox.DiffuseLightingParameters.Set(SkyboxKeys.Shader, new ShaderClassSource("SphericalHarmonicsEnvironmentColor", lamberFiltering.HarmonicOrder));
                    skybox.DiffuseLightingParameters.Set(SphericalHarmonicsEnvironmentColorKeys.SphericalColors, coefficients);

                    // -------------------------------------------------------------------
                    // Calculate Specular prefiltering
                    // -------------------------------------------------------------------
                    var specularRadiancePrefilterGGX = new RadiancePrefilteringGGXNoCompute(context.RenderContext);

                    var textureSize = asset.SpecularCubeMapSize <= 0 ? 64 : asset.SpecularCubeMapSize;
                    textureSize = (int)Math.Pow(2, Math.Round(Math.Log(textureSize, 2)));
                    if (textureSize < 64) textureSize = 64;

                    // TODO: Add support for HDR 32bits 
                    var filteringTextureFormat = skyboxTexture.Format.IsHDR() ? skyboxTexture.Format : PixelFormat.R8G8B8A8_UNorm;

                    //var outputTexture = Texture.New2D(graphicsDevice, 256, 256, skyboxTexture.Format, TextureFlags.ShaderResource | TextureFlags.UnorderedAccess, 6);
                    using (var outputTexture = Texture.New2D(context.GraphicsDevice, textureSize, textureSize, true, filteringTextureFormat, TextureFlags.ShaderResource | TextureFlags.RenderTarget, 6)
                        )
                    {
                        specularRadiancePrefilterGGX.RadianceMap = skyboxTexture;
                        specularRadiancePrefilterGGX.PrefilteredRadiance = outputTexture;
                        specularRadiancePrefilterGGX.Draw(context.RenderDrawContext);

                        var cubeTexture = Texture.NewCube(context.GraphicsDevice, textureSize, true, skyboxTexture.Format);
                        context.RenderDrawContext.CommandList.Copy(outputTexture, cubeTexture);

                        cubeTexture.SetSerializationData(cubeTexture.GetDataAsImage(context.RenderDrawContext.CommandList));

                        skybox.SpecularLightingParameters.Set(SkyboxKeys.Shader, new ShaderClassSource("RoughnessCubeMapEnvironmentColor"));
                        skybox.SpecularLightingParameters.Set(SkyboxKeys.CubeMap, cubeTexture);
                    }
                }
                // TODO: cubeTexture is not deallocated
            }

            return result;
        }
コード例 #6
0
        public static SkyboxResult Compile(SkyboxAsset asset, SkyboxGeneratorContext context)
        {
            if (asset == null)
            {
                throw new ArgumentNullException("asset");
            }
            if (context == null)
            {
                throw new ArgumentNullException("context");
            }
            var result = new SkyboxResult {
                Skybox = new Skybox()
            };

            var parameters = context.Parameters;
            var skybox     = result.Skybox;

            skybox.Parameters = parameters;

            if (asset.Model != null)
            {
                var cubemap = ((SkyboxCubeMapModel)asset.Model).CubeMap;
                if (cubemap == null)
                {
                    return(result);
                }

                // load the skybox texture from the asset.
                var reference     = AttachedReferenceManager.GetAttachedReference(cubemap);
                var skyboxTexture = context.Assets.Load <Texture>(BuildTextureForSkyboxGenerationLocation(reference.Url));
                if (skyboxTexture.Dimension != TextureDimension.TextureCube)
                {
                    result.Error("SkyboxGenerator: The texture used as skybox should be a Cubemap.");
                    return(result);
                }

                var shaderSource = asset.Model.Generate(context);
                parameters.Set(SkyboxKeys.Shader, shaderSource);

                // -------------------------------------------------------------------
                // Calculate Diffuse prefiltering
                // -------------------------------------------------------------------
                var lamberFiltering = new LambertianPrefilteringSH(context.DrawEffectContext);


                lamberFiltering.HarmonicOrder = (int)asset.DiffuseSHOrder;
                lamberFiltering.RadianceMap   = skyboxTexture;
                lamberFiltering.Draw();

                var coefficients = lamberFiltering.PrefilteredLambertianSH.Coefficients;

                // TODO: MOVE THE COEFFICIENTS TO THE SphericalHarmonics type in Core.Mathematics
                var PI4     = 4 * Math.PI;
                var PI16    = 16 * Math.PI;
                var PI64    = 64 * Math.PI;
                var SQRT_PI = 1.77245385090551602729;

                var bases = new float[coefficients.Length];
                bases[0] = (float)(1.0 / (2.0 * SQRT_PI));

                bases[1] = (float)(-Math.Sqrt(3.0 / PI4));
                bases[2] = (float)(Math.Sqrt(3.0 / PI4));
                bases[3] = (float)(-Math.Sqrt(3.0 / PI4));

                bases[4] = (float)(Math.Sqrt(15.0 / PI4));
                bases[5] = (float)(-Math.Sqrt(15.0 / PI4));
                bases[6] = (float)(Math.Sqrt(5.0 / PI16));
                bases[7] = (float)(-Math.Sqrt(15.0 / PI4));
                bases[8] = (float)(Math.Sqrt(15.0 / PI16));

                if (asset.DiffuseSHOrder == SkyboxPreFilteringDiffuseOrder.Order5)
                {
                    bases[9]  = -(float)Math.Sqrt(7 / PI64);
                    bases[10] = (float)Math.Sqrt(105 / PI4);
                    bases[11] = -(float)Math.Sqrt(21 / PI16);
                    bases[12] = (float)Math.Sqrt(7 / PI16);
                    bases[13] = -(float)Math.Sqrt(42 / PI64);
                    bases[14] = (float)Math.Sqrt(105 / PI16);
                    bases[15] = -(float)Math.Sqrt(70 / PI64);

                    bases[16] = 3 * (float)Math.Sqrt(35 / PI16);
                    bases[17] = -3 * (float)Math.Sqrt(70 / PI64);
                    bases[18] = 3 * (float)Math.Sqrt(5 / PI16);
                    bases[19] = -3 * (float)Math.Sqrt(10 / PI64);
                    bases[20] = (float)(1.0 / (16.0 * SQRT_PI));
                    bases[21] = -3 * (float)Math.Sqrt(10 / PI64);
                    bases[22] = 3 * (float)Math.Sqrt(5 / PI64);
                    bases[23] = -3 * (float)Math.Sqrt(70 / PI64);
                    bases[24] = 3 * (float)Math.Sqrt(35 / (4 * PI64));
                }

                for (int i = 0; i < coefficients.Length; i++)
                {
                    coefficients[i] = coefficients[i] * bases[i];
                }

                skybox.DiffuseLightingParameters.Set(SkyboxKeys.Shader, new ShaderClassSource("SphericalHarmonicsEnvironmentColor", lamberFiltering.HarmonicOrder));
                skybox.DiffuseLightingParameters.Set(SphericalHarmonicsEnvironmentColorKeys.SphericalColors, coefficients);

                // -------------------------------------------------------------------
                // Calculate Specular prefiltering
                // -------------------------------------------------------------------
                var specularRadiancePrefilterGGX = new RadiancePrefilteringGGX(context.DrawEffectContext);

                var textureSize = asset.SpecularCubeMapSize <= 0 ? 64 : asset.SpecularCubeMapSize;
                textureSize = (int)Math.Pow(2, Math.Round(Math.Log(textureSize, 2)));
                if (textureSize < 64)
                {
                    textureSize = 64;
                }

                // TODO: Add support for HDR 32bits
                var filteringTextureFormat = skyboxTexture.Format.IsHDR() ? skyboxTexture.Format : PixelFormat.R8G8B8A8_UNorm;

                //var outputTexture = Texture.New2D(graphicsDevice, 256, 256, skyboxTexture.Format, TextureFlags.ShaderResource | TextureFlags.UnorderedAccess, 6);
                using (var outputTexture = Texture.New2D(context.GraphicsDevice, textureSize, textureSize, true, filteringTextureFormat, TextureFlags.ShaderResource | TextureFlags.UnorderedAccess, 6))
                {
                    specularRadiancePrefilterGGX.RadianceMap         = skyboxTexture;
                    specularRadiancePrefilterGGX.PrefilteredRadiance = outputTexture;
                    specularRadiancePrefilterGGX.Draw();

                    var cubeTexture = Texture.NewCube(context.GraphicsDevice, textureSize, true, skyboxTexture.Format);
                    context.GraphicsDevice.Copy(outputTexture, cubeTexture);

                    cubeTexture.SetSerializationData(cubeTexture.GetDataAsImage());

                    skybox.SpecularLightingParameters.Set(SkyboxKeys.Shader, new ShaderClassSource("RoughnessCubeMapEnvironmentColor"));
                    skybox.SpecularLightingParameters.Set(SkyboxKeys.CubeMap, cubeTexture);
                }

                // TODO: cubeTexture is not deallocated
            }

            return(result);
        }
コード例 #7
0
ファイル: SkyboxGenerator.cs プロジェクト: vol16bit/xenko
        public static SkyboxResult Compile(SkyboxAsset asset, SkyboxGeneratorContext context)
        {
            if (asset == null)
            {
                throw new ArgumentNullException("asset");
            }
            if (context == null)
            {
                throw new ArgumentNullException("context");
            }
            var result = new SkyboxResult {
                Skybox = new Skybox()
            };

            var parameters = context.Parameters;
            var skybox     = result.Skybox;

            skybox.Parameters = parameters;

            var cubemap = asset.CubeMap;

            if (cubemap == null)
            {
                return(result);
            }

            // load the skybox texture from the asset.
            var reference     = AttachedReferenceManager.GetAttachedReference(cubemap);
            var skyboxTexture = context.Content.Load <Texture>(BuildTextureForSkyboxGenerationLocation(reference.Url), ContentManagerLoaderSettings.StreamingDisabled);

            if (skyboxTexture.Dimension != TextureDimension.TextureCube)
            {
                result.Error("SkyboxGenerator: The texture used as skybox should be a Cubemap.");
                return(result);
            }

            // If we are using the skybox asset for lighting, we can compute it
            // Specular lighting only?
            if (!asset.IsSpecularOnly)
            {
                // -------------------------------------------------------------------
                // Calculate Diffuse prefiltering
                // -------------------------------------------------------------------
                var lamberFiltering = new LambertianPrefilteringSHNoCompute(context.RenderContext)
                {
                    HarmonicOrder = (int)asset.DiffuseSHOrder,
                    RadianceMap   = skyboxTexture
                };
                lamberFiltering.Draw(context.RenderDrawContext);

                var coefficients = lamberFiltering.PrefilteredLambertianSH.Coefficients;
                for (int i = 0; i < coefficients.Length; i++)
                {
                    coefficients[i] = coefficients[i] * SphericalHarmonics.BaseCoefficients[i];
                }

                skybox.DiffuseLightingParameters.Set(SkyboxKeys.Shader, new ShaderClassSource("SphericalHarmonicsEnvironmentColor", lamberFiltering.HarmonicOrder));
                skybox.DiffuseLightingParameters.Set(SphericalHarmonicsEnvironmentColorKeys.SphericalColors, coefficients);
            }

            // -------------------------------------------------------------------
            // Calculate Specular prefiltering
            // -------------------------------------------------------------------
            var specularRadiancePrefilterGGX = new RadiancePrefilteringGGXNoCompute(context.RenderContext);

            var textureSize = asset.SpecularCubeMapSize <= 0 ? 64 : asset.SpecularCubeMapSize;

            textureSize = (int)Math.Pow(2, Math.Round(Math.Log(textureSize, 2)));
            if (textureSize < 64)
            {
                textureSize = 64;
            }

            // TODO: Add support for HDR 32bits
            var filteringTextureFormat = skyboxTexture.Format.IsHDR() ? skyboxTexture.Format : PixelFormat.R8G8B8A8_UNorm;

            //var outputTexture = Texture.New2D(graphicsDevice, 256, 256, skyboxTexture.Format, TextureFlags.ShaderResource | TextureFlags.UnorderedAccess, 6);
            using (var outputTexture = Texture.New2D(context.GraphicsDevice, textureSize, textureSize, true, filteringTextureFormat, TextureFlags.ShaderResource | TextureFlags.RenderTarget, 6))
            {
                specularRadiancePrefilterGGX.RadianceMap         = skyboxTexture;
                specularRadiancePrefilterGGX.PrefilteredRadiance = outputTexture;
                specularRadiancePrefilterGGX.Draw(context.RenderDrawContext);

                var cubeTexture = Texture.NewCube(context.GraphicsDevice, textureSize, true, skyboxTexture.Format);
                context.RenderDrawContext.CommandList.Copy(outputTexture, cubeTexture);

                cubeTexture.SetSerializationData(cubeTexture.GetDataAsImage(context.RenderDrawContext.CommandList));

                skybox.SpecularLightingParameters.Set(SkyboxKeys.Shader, new ShaderClassSource("RoughnessCubeMapEnvironmentColor"));
                skybox.SpecularLightingParameters.Set(SkyboxKeys.CubeMap, cubeTexture);
            }
            // TODO: cubeTexture is not deallocated

            return(result);
        }
コード例 #8
0
        public ShaderSource Generate(SkyboxGeneratorContext context)
        {
            var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap);

            return(new ShaderClassSource("ComputeSkyboxCubeMapColor", key));
        }