protected override async Task LoadContent() { await base.LoadContent(); cubemapSpriteEffect = EffectSystem.LoadEffect("CubemapSprite").WaitForResult(); drawEffectContext = RenderContext.GetShared(Services); lamberFilter = new LambertianPrefilteringSH(drawEffectContext); lamberFilterNoCompute = new LambertianPrefilteringSHNoCompute(drawEffectContext); renderSHEffect = new SphericalHarmonicsRendererEffect(); renderSHEffect.Initialize(drawEffectContext); spriteBatch = new SpriteBatch(GraphicsDevice); inputCubemap = Asset.Load<Texture>("CubeMap"); outputCubemap = Texture.NewCube(GraphicsDevice, 256, 1, PixelFormat.R8G8B8A8_UNorm, TextureFlags.RenderTarget | TextureFlags.ShaderResource).DisposeBy(this); displayedCubemap = outputCubemap; }
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; }