internal static void Init() { MyGPUParticleRenderer.Init(); m_windowsWithDecals = new HashSet <uint>(); if (m_distances == null) { m_distances = new float[] { PROXIMITY_DECALS_SQ_TH, 0 } } ; m_psResolve = MyShaders.CreatePs("Transparent/OIT/Resolve.hlsl"); m_psOverlappingHeatMap = MyShaders.CreatePs("Transparent/ResolveAccumIntoHeatMap.hlsl"); m_psOverlappingHeatMapInGrayscale = MyShaders.CreatePs("Transparent/ResolveAccumIntoHeatMap.hlsl", new ShaderMacro[] { new ShaderMacro("USE_GRAYSCALE", null), }); }
internal static void OnSessionEnd() { MyGPUParticleRenderer.OnSessionEnd(); }
internal static void OnDeviceEnd() { MyGPUParticleRenderer.OnDeviceEnd(); }
internal static void Render() { IBorrowedUavTexture accumTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.AccumTarget", Format.R16G16B16A16_Float); IBorrowedUavTexture coverageTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.CoverageTarget", Format.R16_UNorm); ProfilerShort.Begin("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (MyRender11.DebugOverrides.Atmosphere) { MyAtmosphereRenderer.Render(); } ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginNextBlock("Clouds"); if (MyRender11.DebugOverrides.Clouds) { MyCloudRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); // setup weighted blended OIT targets + blend states SetupTargets(accumTarget, coverageTarget, true); IDepthStencil depthResource; if (MyRender11.MultisamplingEnabled) { depthResource = MyScreenDependants.m_resolvedDepth; } else { depthResource = MyGBuffer.Main.DepthStencil; } m_windowsWithDecals.Clear(); ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginBlock("Billboards"); bool resetBindings = MyBillboardRenderer.Gather(HandleWindow); if (resetBindings) { SetupTargets(accumTarget, coverageTarget, false); } MyBillboardRenderer.Render(depthResource.SrvDepth); ProfilerShort.BeginNextBlock("GPU Particles"); MyGpuProfiler.IC_BeginNextBlock("GPU Particles"); if (MyRender11.DebugOverrides.GPUParticles) { MyGPUParticleRenderer.Run(depthResource.SrvDepth); } MyGpuProfiler.IC_EndBlock(); // Render decals on transparent surfaces in 2 steps: first far, second proximity float intervalMax = MyScreenDecals.VISIBLE_DECALS_SQ_TH; for (int it = 0; it < m_distances.Length; it++) { float intervalMin = m_distances[it]; ProfilerShort.BeginNextBlock("Billboards - Depth Only"); MyGpuProfiler.IC_BeginBlock("Billboards - Depth Only"); bool windowsFound = MyBillboardRenderer.RenderWindowsDepthOnly(depthResource, MyGlobalResources.Gbuffer1Copy, intervalMin, intervalMax); MyGpuProfiler.IC_EndBlock(); if (windowsFound) { SetupTargets(accumTarget, coverageTarget, false); ProfilerShort.BeginNextBlock("Render decals - Transparent"); MyGpuProfiler.IC_BeginBlock("Render decals - Transparent"); MyScreenDecals.Draw(true, m_windowsWithDecals); MyGpuProfiler.IC_EndBlock(); } intervalMax = intervalMin; } if (IsUsedOverlappingHeatMap()) { DisplayOverlappingHeatMap(accumTarget, coverageTarget, MyRender11.Settings.DisplayTransparencyHeatMapInGrayscale); } MyGpuProfiler.IC_BeginBlock("OIT Resolve"); // resolve weighted blended OIT in accum / coverage to LBuffer if (MyRender11.DebugOverrides.OIT) { ResolveOIT(accumTarget, coverageTarget); } else { RC.SetRtv(null); } MyGpuProfiler.IC_EndBlock(); coverageTarget.Release(); accumTarget.Release(); ProfilerShort.End(); }
internal static void Render(MyUnorderedAccessTexture accumTarget, MyUnorderedAccessTexture coverageTarget) { ProfilerShort.Begin("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (MyRender11.DebugOverrides.Atmosphere) { MyAtmosphereRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginBlock("Clouds"); if (MyRender11.DebugOverrides.Clouds) { MyCloudRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); // setup weighted blended OIT targets + blend states if (MyRender11.DebugOverrides.OIT) { SetupOIT(accumTarget, coverageTarget, true); } else { SetupStandard(); } MyDepthStencil depthResource; if (MyRender11.MultisamplingEnabled) { depthResource = MyScreenDependants.m_resolvedDepth; } else { depthResource = MyGBuffer.Main.DepthStencil; } ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginBlock("Billboards"); MyBillboardRenderer.Render(depthResource.Depth); MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("GPU Particles"); MyGpuProfiler.IC_BeginBlock("GPU Particles"); if (MyRender11.DebugOverrides.GPUParticles) { MyGPUParticleRenderer.Run(depthResource.Depth); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Billboards - Depth Only"); MyGpuProfiler.IC_BeginBlock("Billboards - Depth Only"); bool windowsFound = MyBillboardRenderer.RenderWindowsDepthOnly(depthResource, MyRender11.Gbuffer1Copy); MyGpuProfiler.IC_EndBlock(); if (MyRender11.DebugOverrides.OIT && windowsFound) { SetupOIT(accumTarget, coverageTarget, false); } ProfilerShort.BeginNextBlock("Render decals - Transparent"); MyGpuProfiler.IC_BeginBlock("Render decals - Transparent"); MyScreenDecals.Draw(true); MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("OIT Resolve"); // resolve weighted blended OIT in accum / coverage to LBuffer if (MyRender11.DebugOverrides.OIT) { ResolveOIT(accumTarget, coverageTarget); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); }
internal static void Init() { MyGPUParticleRenderer.Init(); m_psResolve = MyShaders.CreatePs("Transparency/Resolve.hlsl"); }
internal static void Render(IRtvTexture gbuffer1Copy) { IBorrowedUavTexture accumTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.AccumTarget", Format.R16G16B16A16_Float); IBorrowedUavTexture coverageTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.CoverageTarget", Format.R16_UNorm); ProfilerShort.Begin("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (MyRender11.DebugOverrides.Atmosphere) { MyAtmosphereRenderer.RenderGBuffer(); } ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginNextBlock("Clouds"); if (MyRender11.DebugOverrides.Clouds) { MyCloudRenderer.Render(); } var depthResource = MyGBuffer.Main.ResolvedDepthStencil; // setup weighted blended OIT targets + blend states if (MyRender11.Settings.DrawBillboards) { ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginNextBlock("Billboards"); MyBillboardRenderer.Gather(); MyBillboardRenderer.RenderAdditveBottom(depthResource.SrvDepth); SetupTargets(accumTarget, coverageTarget, true); MyBillboardRenderer.RenderStandard(depthResource.SrvDepth); } else { SetupTargets(accumTarget, coverageTarget, true); } ProfilerShort.BeginNextBlock("GPU Particles"); MyGpuProfiler.IC_BeginNextBlock("GPU Particles"); if (MyRender11.DebugOverrides.GPUParticles) { MyGPUParticleRenderer.Run(depthResource.SrvDepth, MyGBuffer.Main.GBuffer1); } // Render decals on transparent surfaces in 2 steps: first far, second proximity if (MyRender11.Settings.DrawGlass) { ProfilerShort.BeginNextBlock("Static glass"); MyGpuProfiler.IC_BeginNextBlock("Static glass"); m_glassWithDecals.Clear(); MyStaticGlassRenderer.Render(HandleGlass); float intervalMax = MyScreenDecals.VISIBLE_DECALS_SQ_TH; for (int it = 0; it < m_distances.Length; it++) { float intervalMin = m_distances[it]; ProfilerShort.BeginNextBlock("Glass - Depth Only"); MyGpuProfiler.IC_BeginNextBlock("Glass - Depth Only"); //TODO: This code should properly render glass decals, that they are visible when looking through window on another window // Anyway, it is italian code and it doesnt work. Solve after Beta bool glassFound = MyStaticGlassRenderer.RenderGlassDepthOnly(depthResource, gbuffer1Copy, intervalMin, intervalMax); // if (glassFound) { SetupTargets(accumTarget, coverageTarget, false); ProfilerShort.BeginNextBlock("Render decals - Transparent"); MyGpuProfiler.IC_BeginNextBlock("Render decals - Transparent"); MyScreenDecals.Draw(gbuffer1Copy, true /*, m_glassWithDecals*/); } intervalMax = intervalMin; } } if (IsUsedOverlappingHeatMap()) { DisplayOverlappingHeatMap(accumTarget, coverageTarget, MyRender11.Settings.DisplayTransparencyHeatMapInGrayscale); } MyGpuProfiler.IC_BeginNextBlock("OIT Resolve"); // resolve weighted blended OIT in accum / coverage to LBuffer if (MyRender11.DebugOverrides.OIT) { ResolveOIT(accumTarget, coverageTarget); } ProfilerShort.BeginNextBlock("Billboards"); MyGpuProfiler.IC_BeginNextBlock("Billboards"); if (MyRender11.Settings.DrawBillboards) { MyBillboardRenderer.RenderAdditveTop(depthResource.SrvDepth); } RC.SetRtv(null); MyGpuProfiler.IC_EndBlock(); coverageTarget.Release(); accumTarget.Release(); ProfilerShort.End(); }
internal static void Render(MyUnorderedAccessTexture accumTarget, MyUnorderedAccessTexture coverageTarget) { ProfilerShort.Begin("Billboards"); MyGpuProfiler.IC_BeginBlock("Billboards"); if (MyRender11.MultisamplingEnabled) { MyBillboardRenderer.Render(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyScreenDependants.m_resolvedDepth, MyScreenDependants.m_resolvedDepth.Depth); } else { MyBillboardRenderer.Render(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyGBuffer.Main.DepthStencil, MyGBuffer.Main.DepthStencil.Depth); } MyGpuProfiler.IC_EndBlock(); // setup weighted blended OIT targets + blend states if (MyRender11.DebugOverrides.OIT) { SetupOIT(accumTarget, coverageTarget); } else { SetupStandard(); } ProfilerShort.BeginNextBlock("GPU Particles"); MyGpuProfiler.IC_BeginBlock("GPU Particles"); if (MyRender11.DebugOverrides.GPUParticles) { if (MyRender11.MultisamplingEnabled) { MyGPUParticleRenderer.Run(MyScreenDependants.m_resolvedDepth.Depth); } else { MyGPUParticleRenderer.Run(MyGBuffer.Main.DepthStencil.Depth); } } MyGpuProfiler.IC_EndBlock(); // resolve weighted blended OIT in accum / coverage to LBuffer if (MyRender11.DebugOverrides.OIT) { ResolveOIT(accumTarget, coverageTarget); } ProfilerShort.BeginNextBlock("Atmosphere"); MyGpuProfiler.IC_BeginBlock("Atmosphere"); if (MyRender11.DebugOverrides.Atmosphere) { MyAtmosphereRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.BeginNextBlock("Clouds"); MyGpuProfiler.IC_BeginBlock("Clouds"); if (MyRender11.DebugOverrides.Clouds) { MyCloudRenderer.Render(); } MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); }