internal MyLodMeshMerge(MyClipmap parentClipmap, int lod, int lodDivisions, ref MatrixD worldMatrix, ref Vector3D massiveCenter, float massiveRadius, RenderFlags renderFlags) { Debug.Assert(parentClipmap != null, "Parent clipmap cannot be null"); Debug.Assert(lod >= 0, "Lod level must be non-negative"); Debug.Assert(lodDivisions >= 0, "Invalid number of lod divisions"); m_parentClipmap = parentClipmap; m_lod = lod; m_lodDivisions = lodDivisions; if (!IsUsed()) return; m_dirtyProxyIndices = new HashSet<int>(); m_cellProxyToAabbProxy = new Dictionary<MyClipmapCellProxy, int>(); m_boundingBoxes = new MyDynamicAABBTreeD(Vector3D.Zero); int cellCount = lodDivisions*lodDivisions*lodDivisions; m_mergeJobs = new MergeJobInfo[cellCount]; m_mergedLodMeshProxies = new MyClipmapCellProxy[cellCount]; m_trackedActors = new HashSet<MyActor>[cellCount]; for (int divideIndex = 0; divideIndex < cellCount; ++divideIndex) { m_mergedLodMeshProxies[divideIndex] = new MyClipmapCellProxy(new MyCellCoord(Lod, GetCellFromDivideIndex(divideIndex)), ref worldMatrix, massiveCenter, massiveRadius, renderFlags, true); m_mergeJobs[divideIndex] = new MergeJobInfo { CurrentWorkId = 0, LodMeshesBeingMerged = new List<LodMeshId>(), NextPossibleMergeStartTime = MyCommon.FrameCounter }; m_trackedActors[divideIndex] = new HashSet<MyActor>(); m_dirtyProxyIndices.Add(divideIndex); } }
internal MyClipmapHandler(uint id, MyClipmapScaleEnum scaleGroup, MatrixD worldMatrix, Vector3I sizeLod0, Vector3D massiveCenter, float massiveRadius, bool spherize, RenderFlags additionalFlags, MyClipmap.PruningFunc prunningFunc) { m_clipmapBase = new MyClipmap(id, scaleGroup, worldMatrix, sizeLod0, this, massiveCenter, massiveRadius, prunningFunc); m_massiveCenter = massiveCenter; m_renderFlags = additionalFlags; m_mergeHandler = null; if (spherize) m_massiveRadius = massiveRadius; if (MyLodMeshMergeHandler.ShouldAllocate(m_mergeHandler)) m_mergeHandler = AllocateMergeHandler(); MyClipmap.AddToUpdate(MyRender11.Environment.Matrices.CameraPosition, Base); }
internal MyClipmapHandler(uint id, MyClipmapScaleEnum scaleGroup, MatrixD worldMatrix, Vector3I sizeLod0, Vector3D massiveCenter, float massiveRadius, bool spherize, RenderFlags additionalFlags, MyClipmap.PruningFunc prunningFunc) { m_clipmapBase = new MyClipmap(id, scaleGroup, worldMatrix, sizeLod0, this, massiveCenter, massiveRadius, prunningFunc); m_massiveCenter = massiveCenter; m_renderFlags = additionalFlags; m_mergeHandler = null; if (spherize) { m_massiveRadius = massiveRadius; } if (MyLodMeshMergeHandler.ShouldAllocate(m_mergeHandler)) { m_mergeHandler = AllocateMergeHandler(); } MyClipmap.AddToUpdate(MyRender11.Environment.Matrices.CameraPosition, Base); }
internal static void UnloadData() { MyActorFactory.RemoveAll(); // many-to-one relation, can live withput owners, deallocated separately // MyComponentFactory<MyInstancingComponent>.RemoveAll(); //MyVoxelMesh.RemoveAll(); //MyDynamicMesh.RemoveAll(); MyRender11.Log.WriteLine("Unloading session data"); // Remove leftover persistent debug draw messages m_debugDrawMessages.Clear(); MyScene.DynamicRenderablesDBVH.Clear(); if (MyScene.SeparateGeometry) { MyScene.StaticRenderablesDBVH.Clear(); } MyScene.GroupsDBVH.Clear(); MyScene.FoliageDBVH.Clear(); MyClipmapFactory.RemoveAll(); MyClipmap.UnloadCache(); MyInstancing.OnSessionEnd(); MyFoliageComponents.OnSessionEnd(); MyMeshes.OnSessionEnd(); MyLights.OnSessionEnd(); MyMaterials1.OnSessionEnd(); MyVoxelMaterials1.OnSessionEnd(); MyMeshMaterials1.OnSessionEnd(); MyScreenDecals.OnSessionEnd(); MyTextures.OnSessionEnd(); MyBigMeshTable.Table.OnSessionEnd(); MyPrimitivesRenderer.Unload(); //MyAssetsLoader.ClearMeshes(); }
private static void OnSessionEnd() { MyManagers.OnUnloadData(); MyActorFactory.RemoveAll(); // many-to-one relation, can live withput owners, deallocated separately // MyComponentFactory<MyInstancingComponent>.RemoveAll(); //MyVoxelMesh.RemoveAll(); //MyDynamicMesh.RemoveAll(); MyRender11.Log.WriteLine("Unloading session data"); // Remove leftover persistent debug draw messages m_debugDrawMessages.Clear(); MyScene.Clear(); MyClipmapFactory.RemoveAll(); MyClipmap.UnloadCache(); MyInstancing.OnSessionEnd(); MyFoliageComponents.OnSessionEnd(); MyMeshes.OnSessionEnd(); MyLights.OnSessionEnd(); MyMaterials1.OnSessionEnd(); MyVoxelMaterials1.OnSessionEnd(); MyMeshMaterials1.OnSessionEnd(); MyScreenDecals.OnSessionEnd(); MyBigMeshTable.Table.OnSessionEnd(); MyPrimitivesRenderer.Unload(); MyTransparentRendering.OnSessionEnd(); MyBillboardRenderer.OnSessionEnd(); //MyAssetsLoader.ClearMeshes(); }
public override void UnloadContent() { m_clipmapBase.UnloadContent(); MyClipmap.RemoveFromUpdate(m_clipmapBase); base.UnloadContent(); }
public override void LoadContent() { m_clipmapBase.LoadContent(); MyClipmap.AddToUpdate(MyRenderCamera.Position, m_clipmapBase); base.LoadContent(); }
internal void RemoveFromUpdate() { Base.UnloadContent(); MyClipmap.RemoveFromUpdate(Base); }
internal MyClipmapHandler(uint id, MyClipmapScaleEnum scaleGroup, MatrixD worldMatrix, Vector3I sizeLod0) { m_clipmapBase = new MyClipmap(id, scaleGroup, worldMatrix, sizeLod0, this); MyClipmap.AddToUpdate(MyEnvironment.CameraPosition, m_clipmapBase); }
internal MyLodMeshMergeHandler(MyClipmap parentClipmap, int lodCount, int lodDivisions, ref MatrixD worldMatrix, ref Vector3D massiveCenter, float massiveRadius, RenderFlags renderFlags) { Debug.Assert(lodCount <= NUM_DIVISIONS_PER_LOD.Length, "Only " + NUM_DIVISIONS_PER_LOD.Length + " lods allowed, " + lodCount + " requested. Consider adding elements to NUM_DIVISIONS_PER_LOD."); Debug.Assert(parentClipmap != null, "Parent clipmap of merge handler cannot be null!"); m_mergesPerLod = new MyLodMeshMerge[lodCount]; for (int lodIndex = 0; lodIndex < m_mergesPerLod.Length; ++lodIndex) { int divisions = NUM_DIVISIONS_PER_LOD[lodIndex]; m_mergesPerLod[lodIndex] = new MyLodMeshMerge(parentClipmap, lodIndex, divisions, ref worldMatrix, ref massiveCenter, massiveRadius, renderFlags); m_dirtyLodMergeIndices.Add(lodIndex); } m_parentClipmap = parentClipmap; }
public static uint CreateClipmap( MatrixD worldMatrix, Vector3I sizeLod0, MyClipmapScaleEnum scaleGroup, Vector3D position, float atmosphereRadius = 0.0f, float planetRadius = 0.0f, bool hasAtmosphere = false, Vector3? atmosphereWaveLenghts = null, bool spherizeWithDistance = true, RenderFlags additionalFlags = 0, MyClipmap.PruningFunc prunningFunc = null) { var message = MessagePool.Get<MyRenderMessageCreateClipmap>(MyRenderMessageEnum.CreateClipmap); uint clipmapId = GetMessageId(ObjectType.Clipmap); message.ClipmapId = clipmapId; message.WorldMatrix = worldMatrix; message.SizeLod0 = sizeLod0; message.ScaleGroup = scaleGroup; message.AtmosphereRadius = atmosphereRadius; message.PlanetRadius = planetRadius; message.HasAtmosphere = hasAtmosphere; message.Position = position; message.AtmosphereWaveLenghts = atmosphereWaveLenghts; message.SpherizeWithDistance = spherizeWithDistance; message.AdditionalRenderFlags = additionalFlags; message.PrunningFunc = prunningFunc; EnqueueMessage(message); return clipmapId; }
internal static void UpdateFrameConstants() { // environment MyFrameConstantsLayout constants = new MyFrameConstantsLayout(); UpdateFrameConstantsInternal(MyRender11.Environment.Matrices, ref constants, MyStereoRegion.FULLSCREEN); constants.Environment.CameraPositionDelta = MyRender11.Environment.Matrices.CameraPosition - m_lastCameraPosition; m_lastCameraPosition = MyRender11.Environment.Matrices.CameraPosition; // skybox constants.Environment.BackgroundOrientation = Matrix.CreateFromQuaternion(MyRender11.Environment.Data.SkyboxOrientation); // screen constants.Screen.TilesNum = (uint)MyScreenDependants.TilesNum; constants.Screen.TilesX = (uint)MyScreenDependants.TilesX; // foliage constants.Foliage.ClippingScaling = new Vector4( //MyRender.Settings.GrassGeometryClippingDistance, MyRender11.RenderSettings.FoliageDetails.GrassDrawDistance(), MyRender11.Settings.GrassGeometryScalingNearDistance, MyRender11.Settings.GrassGeometryScalingFarDistance, MyRender11.Settings.GrassGeometryDistanceScalingFactor); constants.Foliage.WindVector = new Vector3( (float)Math.Cos(MyRender11.Settings.WindAzimuth * Math.PI / 180.0), 0, (float)Math.Sin(MyRender11.Settings.WindAzimuth * Math.PI / 180.0)) * MyRender11.Settings.WindStrength; // postprocess constants.Postprocess = MyRender11.Postprocess.GetProcessedData(); // lighting data constants.EnvironmentLight = MyRender11.Environment.Data.EnvironmentLight; if (!MyRender11.DebugOverrides.Sun) { constants.EnvironmentLight.SunColorRaw = new Vector3(0, 0, 0); } // fog constants.Fog.Density = MyRender11.Environment.Fog.FogDensity; constants.Fog.Mult = MyRender11.Environment.Fog.FogMultiplier; constants.Fog.Color = MyRender11.Environment.Fog.FogColor.PackedValue; // voxels MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 0, out constants.Voxel.LodRange0.X, out constants.Voxel.LodRange0.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 1, out constants.Voxel.LodRange0.Z, out constants.Voxel.LodRange0.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 2, out constants.Voxel.LodRange1.X, out constants.Voxel.LodRange1.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 3, out constants.Voxel.LodRange1.Z, out constants.Voxel.LodRange1.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 4, out constants.Voxel.LodRange2.X, out constants.Voxel.LodRange2.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 5, out constants.Voxel.LodRange2.Z, out constants.Voxel.LodRange2.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 6, out constants.Voxel.LodRange3.X, out constants.Voxel.LodRange3.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 7, out constants.Voxel.LodRange3.Z, out constants.Voxel.LodRange3.W); // MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 0, out constants.Voxel.MassiveLodRange0.X, out constants.Voxel.MassiveLodRange0.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 1, out constants.Voxel.MassiveLodRange0.Z, out constants.Voxel.MassiveLodRange0.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 2, out constants.Voxel.MassiveLodRange1.X, out constants.Voxel.MassiveLodRange1.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 3, out constants.Voxel.MassiveLodRange1.Z, out constants.Voxel.MassiveLodRange1.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 4, out constants.Voxel.MassiveLodRange2.X, out constants.Voxel.MassiveLodRange2.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 5, out constants.Voxel.MassiveLodRange2.Z, out constants.Voxel.MassiveLodRange2.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 6, out constants.Voxel.MassiveLodRange3.X, out constants.Voxel.MassiveLodRange3.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 7, out constants.Voxel.MassiveLodRange3.Z, out constants.Voxel.MassiveLodRange3.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 8, out constants.Voxel.MassiveLodRange4.X, out constants.Voxel.MassiveLodRange4.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 9, out constants.Voxel.MassiveLodRange4.Z, out constants.Voxel.MassiveLodRange4.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 10, out constants.Voxel.MassiveLodRange5.X, out constants.Voxel.MassiveLodRange5.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 11, out constants.Voxel.MassiveLodRange5.Z, out constants.Voxel.MassiveLodRange5.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 12, out constants.Voxel.MassiveLodRange6.X, out constants.Voxel.MassiveLodRange6.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 13, out constants.Voxel.MassiveLodRange6.Z, out constants.Voxel.MassiveLodRange6.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 14, out constants.Voxel.MassiveLodRange7.X, out constants.Voxel.MassiveLodRange7.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 15, out constants.Voxel.MassiveLodRange7.Z, out constants.Voxel.MassiveLodRange7.W); constants.Voxel.DebugVoxelLod = MyRender11.Settings.DebugClipmapLodColor ? 1.0f : 0.0f; // debug multipliers constants.TextureDebugMultipliers = new MyTextureDebugMultipliers { AlbedoMultiplier = MyRender11.Settings.AlbedoMultiplier, AlbedoShift = MyRender11.Settings.AlbedoShift, MetalnessMultiplier = MyRender11.Settings.MetalnessMultiplier, MetalnessShift = MyRender11.Settings.MetalnessShift, GlossMultiplier = MyRender11.Settings.GlossMultiplier, GlossShift = MyRender11.Settings.GlossShift, AoMultiplier = MyRender11.Settings.AoMultiplier, AoShift = MyRender11.Settings.AoShift, EmissiveMultiplier = MyRender11.Settings.EmissiveMultiplier, EmissiveShift = MyRender11.Settings.EmissiveShift, ColorMaskMultiplier = MyRender11.Settings.ColorMaskMultiplier, ColorMaskShift = MyRender11.Settings.ColorMaskShift, }; // misc if (m_fixedTimeStep > 0) { m_frameTime = m_frameTime + m_fixedTimeStep; m_lastFrameDelta = m_fixedTimeStep; } else { float timer = TimerMs; float delta = Math.Min(timer - m_lastFrameTimer, MAX_FRAMETIME) / 1000.0f; m_frameTime += delta; m_lastFrameDelta = delta; m_lastFrameTimer = timer; } constants.FrameTimeDelta = m_lastFrameDelta; constants.FrameTime = m_frameTime; constants.RandomSeed = m_random.NextFloat(); // send constants to device var mapping = MyMapping.MapDiscard(MyCommon.FrameConstants); mapping.WriteAndPosition(ref constants); mapping.Unmap(); if (MyStereoRender.Enable) { UpdateFrameConstantsInternal(MyStereoRender.EnvMatricesLeftEye, ref constants, MyStereoRegion.LEFT); mapping = MyMapping.MapDiscard(MyCommon.FrameConstantsStereoLeftEye); mapping.WriteAndPosition(ref constants); mapping.Unmap(); UpdateFrameConstantsInternal(MyStereoRender.EnvMatricesRightEye, ref constants, MyStereoRegion.RIGHT); mapping = MyMapping.MapDiscard(MyCommon.FrameConstantsStereoRightEye); mapping.WriteAndPosition(ref constants); mapping.Unmap(); } }
internal static void UpdateFrameConstants() { MyFrameConstantsLayout constants = new MyFrameConstantsLayout(); constants.View = Matrix.Transpose(MyEnvironment.ViewAt0); constants.Projection = Matrix.Transpose(MyEnvironment.Projection); constants.ViewProjection = Matrix.Transpose(MyEnvironment.ViewProjectionAt0); constants.InvView = Matrix.Transpose(MyEnvironment.InvViewAt0); constants.ViewProjectionWorld = Matrix.Transpose(MyEnvironment.ViewProjection); constants.WorldOffset = new Vector4(MyEnvironment.CameraPosition, 0); constants.Resolution = MyRender11.ResolutionF; constants.TerrainTextureDistances = new Vector4( MyRender11.Settings.TerrainDetailD0, 1.0f / (MyRender11.Settings.TerrainDetailD1 - MyRender11.Settings.TerrainDetailD0), MyRender11.Settings.TerrainDetailD2, 1.0f / (MyRender11.Settings.TerrainDetailD3 - MyRender11.Settings.TerrainDetailD2)); constants.TerrainDetailRange.X = 0; constants.TerrainDetailRange.Y = 0; constants.Time = (float)(MyRender11.CurrentDrawTime.Seconds - Math.Truncate(MyRender11.CurrentDrawTime.Seconds / 1000.0) * 1000); constants.TimeDelta = (float)(MyRender11.TimeDelta.Seconds); constants.FoliageClippingScaling = new Vector4( //MyRender.Settings.GrassGeometryClippingDistance, MyRender11.RenderSettings.FoliageDetails.GrassDrawDistance(), MyRender11.Settings.GrassGeometryScalingNearDistance, MyRender11.Settings.GrassGeometryScalingFarDistance, MyRender11.Settings.GrassGeometryDistanceScalingFactor); constants.WindVector = new Vector3( (float)Math.Cos(MyRender11.Settings.WindAzimuth * Math.PI / 180.0), 0, (float)Math.Sin(MyRender11.Settings.WindAzimuth * Math.PI / 180.0)) * MyRender11.Settings.WindStrength; constants.Tau = MyRender11.Postprocess.EyeAdaptationTau; constants.BacklightMult = MyRender11.Settings.BacklightMult; constants.EnvMult = MyRender11.Settings.EnvMult; constants.Contrast = MyRender11.Postprocess.Contrast; constants.Brightness = MyRender11.Postprocess.Brightness; constants.MiddleGrey = MyRender11.Postprocess.MiddleGrey; constants.LuminanceExposure = MyRender11.Postprocess.LuminanceExposure; constants.BloomExposure = MyRender11.Postprocess.BloomExposure; constants.BloomMult = MyRender11.Postprocess.BloomMult; constants.MiddleGreyCurveSharpness = MyRender11.Postprocess.MiddleGreyCurveSharpness; constants.MiddleGreyAt0 = MyRender11.Postprocess.MiddleGreyAt0; constants.BlueShiftRapidness = MyRender11.Postprocess.BlueShiftRapidness; constants.BlueShiftScale = MyRender11.Postprocess.BlueShiftScale; constants.FogDensity = MyEnvironment.FogSettings.FogDensity; constants.FogMult = MyEnvironment.FogSettings.FogMultiplier; constants.FogYOffset = MyRender11.Settings.FogYOffset; constants.FogColor = MyEnvironment.FogSettings.FogColor.PackedValue; constants.ForwardPassAmbient = MyRender11.Postprocess.ForwardPassAmbient; constants.LogLumThreshold = MyRender11.Postprocess.LogLumThreshold; constants.Tonemapping_A = MyRender11.Postprocess.Tonemapping_A; constants.Tonemapping_B = MyRender11.Postprocess.Tonemapping_B; constants.Tonemapping_C = MyRender11.Postprocess.Tonemapping_C; constants.Tonemapping_D = MyRender11.Postprocess.Tonemapping_D; constants.Tonemapping_E = MyRender11.Postprocess.Tonemapping_E; constants.Tonemapping_F = MyRender11.Postprocess.Tonemapping_F; //if (true) //{ // constants.Tau = MyRender11.Settings.AdaptationTau; // constants.BacklightMult = MyRender11.Settings.BacklightMult; // constants.EnvMult = MyRender11.Settings.EnvMult; // constants.Contrast = MyRender11.Settings.Contrast; // constants.Brightness = MyRender11.Settings.Brightness; // constants.MiddleGrey = MyRender11.Settings.MiddleGrey; // constants.LuminanceExposure = MyRender11.Settings.LuminanceExposure; // constants.BloomExposure = MyRender11.Settings.BloomExposure; // constants.BloomMult = MyRender11.Settings.BloomMult; // constants.MiddleGreyCurveSharpness = MyRender11.Settings.MiddleGreyCurveSharpness; // constants.MiddleGreyAt0 = MyRender11.Settings.MiddleGreyAt0; // constants.BlueShiftRapidness = MyRender11.Settings.BlueShiftRapidness; // constants.BlueShiftScale = MyRender11.Settings.BlueShiftScale; //} constants.TilesNum = (uint)MyScreenDependants.TilesNum; constants.TilesX = (uint)MyScreenDependants.TilesX; constants.DirectionalLightColor = MyEnvironment.DirectionalLightIntensity; constants.DirectionalLightDir = MyEnvironment.DirectionalLightDir; constants.SkyboxBlend = 1 - 2 * (float)(Math.Abs(-MyEnvironment.DayTime + 0.5)); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 0, out constants.VoxelLodRange0.X, out constants.VoxelLodRange0.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 1, out constants.VoxelLodRange0.Z, out constants.VoxelLodRange0.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 2, out constants.VoxelLodRange1.X, out constants.VoxelLodRange1.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 3, out constants.VoxelLodRange1.Z, out constants.VoxelLodRange1.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 4, out constants.VoxelLodRange2.X, out constants.VoxelLodRange2.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 5, out constants.VoxelLodRange2.Z, out constants.VoxelLodRange2.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 6, out constants.VoxelLodRange3.X, out constants.VoxelLodRange3.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 7, out constants.VoxelLodRange3.Z, out constants.VoxelLodRange3.W); var mapping = MyMapping.MapDiscard(MyCommon.FrameConstants); mapping.stream.Write(constants); mapping.Unmap(); }
internal void RemoveFromUpdate() { MyClipmap.RemoveFromUpdate(Base); }
internal static void Draw(IRtvBindable renderTarget, IRtvTexture ambientOcclusion) { RC.SetPrimitiveTopology(PrimitiveTopology.TriangleList); RC.SetViewport(0, 0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y); RC.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.SetRtv(renderTarget); RC.PixelShader.SetSrvs(0, MyGBuffer.Main); RC.SetBlendState(null); if (MyRender11.Settings.DisplayGbufferColor) { RC.PixelShader.Set(m_baseColorShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferAlbedo) { RC.PixelShader.Set(m_albedoShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferNormal) { RC.PixelShader.Set(m_normalShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferNormalView) { RC.PixelShader.Set(m_normalViewShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferGlossiness) { RC.PixelShader.Set(m_glossinessShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferMetalness) { RC.PixelShader.Set(m_metalnessShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferAO) { RC.PixelShader.Set(m_aoShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayEmissive) { RC.PixelShader.Set(m_emissiveShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayAmbientDiffuse) { RC.PixelShader.Set(m_ambientDiffuseShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayAmbientSpecular) { RC.PixelShader.Set(m_ambientSpecularShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayEdgeMask) { RC.PixelShader.Set(m_edgeDebugShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayShadowsWithDebug) { RC.PixelShader.Set(m_shadowsDebugShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayNDotL) { RC.PixelShader.Set(m_NDotLShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferLOD) { RC.PixelShader.Set(m_LODShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayMipmap) { RC.PixelShader.Set(m_baseColorShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayDepth) { RC.PixelShader.Set(m_depthShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayReprojectedDepth) { var dst = MyManagers.RwTexturesPool.BorrowUav("DebugRender.DepthReprojection", Format.R32_Float); MyRender11.RC.ClearUav(dst, SharpDX.Int4.Zero); RC.ComputeShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.ComputeShader.SetSrv(0, MyGBuffer.Main.DepthStencil.SrvDepth); RC.ComputeShader.SetUav(0, dst); RC.ComputeShader.Set(m_depthReprojectionShader); int numThreadGroupsX = align(MyRender11.ResolutionI.X, 32) / 32; int numThreadGroupsY = align(MyRender11.ResolutionI.Y, 32) / 32; RC.Dispatch(numThreadGroupsX, numThreadGroupsY, 1); RC.ComputeShader.SetSrv(0, null); RC.ComputeShader.SetUav(0, null); RC.PixelShader.SetSrv(0, dst); RC.PixelShader.Set(m_depthShader); MyScreenPass.DrawFullscreenQuad(); RC.PixelShader.SetSrv(0, MyGBuffer.Main.DepthStencil.SrvDepth); } else if (MyRender11.Settings.DisplayStencil) { RC.PixelShader.Set(m_stencilShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayAO) { RC.PixelShader.SetSrv(0, ambientOcclusion); RC.PixelShader.SetSampler(0, MySamplerStateManager.Linear); RC.PixelShader.Set(m_rtShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayEnvProbe) { DrawEnvProbe(); } //DrawEnvProbe(); //DrawAtmosphereTransmittance(MyAtmosphereRenderer.AtmosphereLUT.Keys.ToArray()[0]); //DrawAtmosphereInscatter(MyAtmosphereRenderer.AtmosphereLUT.Keys.ToArray()[0]); if (MyRender11.Settings.DrawCascadeTextures) { //DrawDepthArrayTexture(MyManagers.Shadow.GetCsmForGbuffer(), 100, 100, 200); DrawDepthArrayTexture(MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapArray, 100, 100, 200); if (MyScene.SeparateGeometry) { DrawDepthArrayTexture(MyRender11.StaticShadows.ShadowCascades.CascadeShadowmapArray, 100, 300, 200); DrawDepthArrayTexture(MyShadowCascades.CombineShadowmapArray, 100, 500, 200); } } if (MyRender11.Settings.DisplayIDs || MyRender11.Settings.DisplayAabbs) { DrawHierarchyDebug(); } if (false) { var batch = MyLinesRenderer.CreateBatch(); foreach (var light in MyLightsRendering.VisiblePointlights) { batch.AddSphereRing(new BoundingSphere(light.PointPosition, 0.5f), Color.White, Matrix.Identity); } batch.Commit(); } // draw terrain lods if (MyRender11.Settings.DebugRenderClipmapCells) { //var batch = MyLinesRenderer.CreateBatch(); //foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll().Where(x => (MyMeshes.IsVoxelMesh(x.Mesh)))) //{ // if (renderable.IsVisible) // { // if (renderable.m_lod >= LOD_COLORS.Length) // return; // BoundingBox bb = new BoundingBox(renderable.m_owner.Aabb.Min - MyRender11.Environment.CameraPosition,renderable.m_owner.Aabb.Max - MyRender11.Environment.CameraPosition); // batch.AddBoundingBox(bb, new Color(LOD_COLORS[renderable.m_voxelLod])); // if (renderable.m_lods != null && renderable.m_voxelLod != renderable.m_lods[0].RenderableProxies[0].ObjectData.CustomAlpha) // { // } // } //} //batch.Commit(); MyClipmap.DebugDrawClipmaps(); } //if(true) //{ // var batch = MyLinesRenderer.CreateBatch(); // foreach(var id in MyLights.DirtySpotlights) // { // var info = MyLights.Spotlights[id.Index]; // if(info.ApertureCos > 0) // { // var D = info.Direction * info.Range; // //batch.AddCone(MyLights.Lights.Data[id.Index].Position + D, -D, info.Up.Cross(info.Direction) * info.BaseRatio * info.Range, 32, Color.OrangeRed); // //var bb = MyLights.AabbFromCone(info.Direction, info.ApertureCos, info.Range).Transform(Matrix.CreateLookAt(MyLights.Lights.Data[id.Index].Position, info.Direction, info.Up)); // //batch.AddBoundingBox(bb, Color.Green); // batch.AddCone(MyLights.Lights.Data[id.Index].Position + D, -D, info.Up.Cross(info.Direction) * info.BaseRatio * info.Range, 32, Color.OrangeRed); // var bb = MyLights.AabbFromCone(info.Direction, info.ApertureCos, info.Range, MyLights.Lights.Data[id.Index].Position, info.Up); // batch.AddBoundingBox(bb, Color.Green); // } // } // batch.Commit(); //} // draw lods if (false) { var batch = MyLinesRenderer.CreateBatch(); //foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll().Where(x => ((x.GetMesh() as MyVoxelMesh) == null))) //{ // if (renderable.CurrentLodNum >= LOD_COLORS.Length || renderable.m_lods.Length == 1) // continue; // batch.AddBoundingBox(renderable.m_owner.Aabb, new Color(LOD_COLORS[renderable.CurrentLodNum])); //} batch.Commit(); } }
internal static void UpdateFrameConstants() { MyFrameConstantsLayout constants = new MyFrameConstantsLayout(); constants.View = Matrix.Transpose(MyEnvironment.ViewAt0); constants.Projection = Matrix.Transpose(MyEnvironment.Projection); constants.ViewProjection = Matrix.Transpose(MyEnvironment.ViewProjectionAt0); constants.InvView = Matrix.Transpose(MyEnvironment.InvViewAt0); constants.InvProjection = Matrix.Transpose(MyEnvironment.InvProjection); constants.InvViewProjection = Matrix.Transpose(MyEnvironment.InvViewProjectionAt0); constants.ViewProjectionWorld = Matrix.Transpose(MyEnvironment.ViewProjection); constants.WorldOffset = new Vector4(MyEnvironment.CameraPosition, 0); constants.Resolution = MyRender11.ResolutionF; constants.TerrainTextureDistances = new Vector4( MyRender11.Settings.TerrainDetailD0, 1.0f / (MyRender11.Settings.TerrainDetailD1 - MyRender11.Settings.TerrainDetailD0), MyRender11.Settings.TerrainDetailD2, 1.0f / (MyRender11.Settings.TerrainDetailD3 - MyRender11.Settings.TerrainDetailD2)); constants.TerrainDetailRange.X = 0; constants.TerrainDetailRange.Y = 0; var currentGameplayFrame = MyRender11.Settings.GameplayFrame; constants.Time = (float)(currentGameplayFrame) / 60.0f; constants.TimeDelta = (float)(currentGameplayFrame - m_lastGameplayFrame) / 60.0f; if ((int)FrameCounter != m_lastFrameGameplayUpdate) { m_lastGameplayFrame = currentGameplayFrame; m_lastFrameGameplayUpdate = (int)FrameCounter; } constants.FoliageClippingScaling = new Vector4( //MyRender.Settings.GrassGeometryClippingDistance, MyRender11.RenderSettings.FoliageDetails.GrassDrawDistance(), MyRender11.Settings.GrassGeometryScalingNearDistance, MyRender11.Settings.GrassGeometryScalingFarDistance, MyRender11.Settings.GrassGeometryDistanceScalingFactor); constants.WindVector = new Vector3( (float)Math.Cos(MyRender11.Settings.WindAzimuth * Math.PI / 180.0), 0, (float)Math.Sin(MyRender11.Settings.WindAzimuth * Math.PI / 180.0)) * MyRender11.Settings.WindStrength; constants.Tau = MyRender11.Postprocess.EnableEyeAdaptation ? MyRender11.Postprocess.EyeAdaptationTau : 0; constants.BacklightMult = MyRender11.Settings.BacklightMult; constants.EnvMult = MyRender11.Settings.EnvMult; constants.Contrast = MyRender11.Postprocess.Contrast; constants.Brightness = MyRender11.Postprocess.Brightness; constants.MiddleGrey = MyRender11.Postprocess.MiddleGrey; constants.LuminanceExposure = MyRender11.Postprocess.LuminanceExposure; constants.BloomExposure = MyRender11.Postprocess.BloomExposure; constants.BloomMult = MyRender11.Postprocess.BloomMult; constants.MiddleGreyCurveSharpness = MyRender11.Postprocess.MiddleGreyCurveSharpness; constants.MiddleGreyAt0 = MyRender11.Postprocess.MiddleGreyAt0; constants.BlueShiftRapidness = MyRender11.Postprocess.BlueShiftRapidness; constants.BlueShiftScale = MyRender11.Postprocess.BlueShiftScale; constants.FogDensity = MyEnvironment.FogSettings.FogDensity; constants.FogMult = MyEnvironment.FogSettings.FogMultiplier; constants.FogYOffset = MyRender11.Settings.FogYOffset; constants.FogColor = MyEnvironment.FogSettings.FogColor.PackedValue; constants.ForwardPassAmbient = MyRender11.Postprocess.ForwardPassAmbient; constants.LogLumThreshold = MyRender11.Postprocess.LogLumThreshold; constants.Tonemapping_A = MyRender11.Postprocess.Tonemapping_A; constants.Tonemapping_B = MyRender11.Postprocess.Tonemapping_B; constants.Tonemapping_C = MyRender11.Postprocess.Tonemapping_C; constants.Tonemapping_D = MyRender11.Postprocess.Tonemapping_D; constants.Tonemapping_E = MyRender11.Postprocess.Tonemapping_E; constants.Tonemapping_F = MyRender11.Postprocess.Tonemapping_F; //if (true) //{ // constants.Tau = MyRender11.Settings.AdaptationTau; // constants.BacklightMult = MyRender11.Settings.BacklightMult; // constants.EnvMult = MyRender11.Settings.EnvMult; // constants.Contrast = MyRender11.Settings.Contrast; // constants.Brightness = MyRender11.Settings.Brightness; // constants.MiddleGrey = MyRender11.Settings.MiddleGrey; // constants.LuminanceExposure = MyRender11.Settings.LuminanceExposure; // constants.BloomExposure = MyRender11.Settings.BloomExposure; // constants.BloomMult = MyRender11.Settings.BloomMult; // constants.MiddleGreyCurveSharpness = MyRender11.Settings.MiddleGreyCurveSharpness; // constants.MiddleGreyAt0 = MyRender11.Settings.MiddleGreyAt0; // constants.BlueShiftRapidness = MyRender11.Settings.BlueShiftRapidness; // constants.BlueShiftScale = MyRender11.Settings.BlueShiftScale; //} constants.TilesNum = (uint)MyScreenDependants.TilesNum; constants.TilesX = (uint)MyScreenDependants.TilesX; constants.DirectionalLightColor = MyEnvironment.DirectionalLightIntensity; constants.DirectionalLightDir = MyEnvironment.DirectionalLightDir; int lightIndex = 0; if (MyEnvironment.AdditionalSunDirections != null && MyEnvironment.AdditionalSunDirections.Length > 0) { constants.AdditionalSunColor = MyEnvironment.AdditionalSunColors[0]; constants.AdditionalSunIntensity = MyEnvironment.AdditionalSunIntensities[0]; if (lightIndex < MyEnvironment.AdditionalSunDirections.Length) { constants.SecondarySunDirection1 = new Vector4(MathHelper.CalculateVectorOnSphere(MyEnvironment.DirectionalLightDir, MyEnvironment.AdditionalSunDirections[lightIndex][0], MyEnvironment.AdditionalSunDirections[lightIndex][1]), 0); } ++lightIndex; if (lightIndex < MyEnvironment.AdditionalSunDirections.Length) { constants.SecondarySunDirection2 = new Vector4(MathHelper.CalculateVectorOnSphere(MyEnvironment.DirectionalLightDir, MyEnvironment.AdditionalSunDirections[lightIndex][0], MyEnvironment.AdditionalSunDirections[lightIndex][1]), 0); } ++lightIndex; if (lightIndex < MyEnvironment.AdditionalSunDirections.Length) { constants.SecondarySunDirection3 = new Vector4(MathHelper.CalculateVectorOnSphere(MyEnvironment.DirectionalLightDir, MyEnvironment.AdditionalSunDirections[lightIndex][0], MyEnvironment.AdditionalSunDirections[lightIndex][1]), 0); } ++lightIndex; if (lightIndex < MyEnvironment.AdditionalSunDirections.Length) { constants.SecondarySunDirection4 = new Vector4(MathHelper.CalculateVectorOnSphere(MyEnvironment.DirectionalLightDir, MyEnvironment.AdditionalSunDirections[lightIndex][0], MyEnvironment.AdditionalSunDirections[lightIndex][1]), 0); } ++lightIndex; if (lightIndex < MyEnvironment.AdditionalSunDirections.Length) { constants.SecondarySunDirection5 = new Vector4(MathHelper.CalculateVectorOnSphere(MyEnvironment.DirectionalLightDir, MyEnvironment.AdditionalSunDirections[lightIndex][0], MyEnvironment.AdditionalSunDirections[lightIndex][1]), 0); } ++lightIndex; constants.AdditionalSunCount = MyEnvironment.AdditionalSunDirections.Length; } else { constants.AdditionalSunCount = 0; } constants.SkyboxBlend = 1 - 2 * (float)(Math.Abs(-MyEnvironment.DayTime + 0.5)); constants.SkyboxBrightness = MathHelper.Lerp(1.0f, 0.01f, MyEnvironment.PlanetFactor); constants.ShadowFadeout = MyRender11.Settings.ShadowFadeoutMultiplier; constants.DebugVoxelLod = MyRenderSettings.DebugClipmapLodColor ? 1.0f : 0.0f; constants.EnableVoxelAo = MyRenderSettings.EnableVoxelAo ? 1f : 0f; constants.VoxelAoMin = MyRenderSettings.VoxelAoMin; constants.VoxelAoMax = MyRenderSettings.VoxelAoMax; constants.VoxelAoOffset = MyRenderSettings.VoxelAoOffset; constants.BackgroundOrientation = Matrix.CreateFromQuaternion(MyEnvironment.BackgroundOrientation); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 0, out constants.VoxelLodRange0.X, out constants.VoxelLodRange0.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 1, out constants.VoxelLodRange0.Z, out constants.VoxelLodRange0.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 2, out constants.VoxelLodRange1.X, out constants.VoxelLodRange1.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 3, out constants.VoxelLodRange1.Z, out constants.VoxelLodRange1.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 4, out constants.VoxelLodRange2.X, out constants.VoxelLodRange2.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 5, out constants.VoxelLodRange2.Z, out constants.VoxelLodRange2.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 6, out constants.VoxelLodRange3.X, out constants.VoxelLodRange3.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Normal, 7, out constants.VoxelLodRange3.Z, out constants.VoxelLodRange3.W); // MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 0, out constants.VoxelMassiveLodRange0.X, out constants.VoxelMassiveLodRange0.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 1, out constants.VoxelMassiveLodRange0.Z, out constants.VoxelMassiveLodRange0.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 2, out constants.VoxelMassiveLodRange1.X, out constants.VoxelMassiveLodRange1.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 3, out constants.VoxelMassiveLodRange1.Z, out constants.VoxelMassiveLodRange1.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 4, out constants.VoxelMassiveLodRange2.X, out constants.VoxelMassiveLodRange2.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 5, out constants.VoxelMassiveLodRange2.Z, out constants.VoxelMassiveLodRange2.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 6, out constants.VoxelMassiveLodRange3.X, out constants.VoxelMassiveLodRange3.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 7, out constants.VoxelMassiveLodRange3.Z, out constants.VoxelMassiveLodRange3.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 8, out constants.VoxelMassiveLodRange4.X, out constants.VoxelMassiveLodRange4.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 9, out constants.VoxelMassiveLodRange4.Z, out constants.VoxelMassiveLodRange4.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 10, out constants.VoxelMassiveLodRange5.X, out constants.VoxelMassiveLodRange5.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 11, out constants.VoxelMassiveLodRange5.Z, out constants.VoxelMassiveLodRange5.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 12, out constants.VoxelMassiveLodRange6.X, out constants.VoxelMassiveLodRange6.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 13, out constants.VoxelMassiveLodRange6.Z, out constants.VoxelMassiveLodRange6.W); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 14, out constants.VoxelMassiveLodRange7.X, out constants.VoxelMassiveLodRange7.Y); MyClipmap.ComputeLodViewBounds(MyClipmapScaleEnum.Massive, 15, out constants.VoxelMassiveLodRange7.Z, out constants.VoxelMassiveLodRange7.W); var mapping = MyMapping.MapDiscard(MyCommon.FrameConstants); mapping.WriteAndPosition(ref constants); mapping.Unmap(); }
internal static void Draw(MyBindableResource renderTarget) { var context = RC.DeviceContext; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.Rasterizer.SetViewport(0, 0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y); context.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants); RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, renderTarget); RC.BindGBufferForRead(0, MyGBuffer.Main); //context.OutputMerger.SetTargets(null as DepthStencilView, MyRender.Backbuffer.RenderTarget); //context.PixelShader.SetShaderResources(0, MyRender.MainGbuffer.DepthGbufferViews); context.OutputMerger.BlendState = null; RC.SetVS(null); RC.DeviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding()); RC.DeviceContext.InputAssembler.InputLayout = null; if (MyRender11.Settings.DisplayGbufferColor) { context.PixelShader.Set(m_baseColorShader); MyScreenPass.DrawFullscreenQuad(); } if (MyRender11.Settings.DisplayGbufferColorLinear) { context.PixelShader.Set(m_baseColorLinearShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferNormal) { context.PixelShader.Set(m_normalShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferGlossiness) { context.PixelShader.Set(m_glossinessShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferMetalness) { context.PixelShader.Set(m_metalnessShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferMaterialID) { context.PixelShader.Set(m_matIDShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayGbufferAO) { context.PixelShader.Set(m_aoShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayEmissive) { context.PixelShader.Set(m_emissiveShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayAmbientDiffuse) { context.PixelShader.Set(m_ambientDiffuseShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayAmbientSpecular) { context.PixelShader.Set(m_ambientSpecularShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayEdgeMask) { context.PixelShader.Set(m_edgeDebugShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayShadowsWithDebug) { context.PixelShader.Set(m_shadowsDebugShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayNDotL) { context.PixelShader.Set(m_NDotLShader); MyScreenPass.DrawFullscreenQuad(); } else if (MyRender11.Settings.DisplayStencil) { context.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil); context.PixelShader.Set(m_stencilShader); MyScreenPass.DrawFullscreenQuad(); } //DrawEnvProbe(); //DrawAtmosphereTransmittance(MyAtmosphereRenderer.AtmosphereLUT.Keys.ToArray()[0]); //DrawAtmosphereInscatter(MyAtmosphereRenderer.AtmosphereLUT.Keys.ToArray()[0]); if (MyRender11.Settings.DrawCascadeTextures) { DrawCascades(MyRender11.DynamicShadows.ShadowCascades, 100, 100, 200); if (MyScene.SeparateGeometry) { DrawCascades(MyRender11.StaticShadows.ShadowCascades, 100, 300, 200); DrawCombinedCascades(100, 500, 200); } } if (MyRender11.Settings.DisplayIDs || MyRender11.Settings.DisplayAabbs) { DrawHierarchyDebug(); } if (false) { var batch = MyLinesRenderer.CreateBatch(); foreach (var light in MyLightRendering.VisiblePointlights) { batch.AddSphereRing(new BoundingSphere(light.Position, 0.5f), Color.White, Matrix.Identity); } batch.Commit(); } // draw terrain lods if (MyRender11.Settings.DebugRenderClipmapCells) { //var batch = MyLinesRenderer.CreateBatch(); //foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll().Where(x => (MyMeshes.IsVoxelMesh(x.Mesh)))) //{ // if (renderable.IsVisible) // { // if (renderable.m_lod >= LOD_COLORS.Length) // return; // BoundingBox bb = new BoundingBox(renderable.m_owner.Aabb.Min - MyEnvironment.CameraPosition,renderable.m_owner.Aabb.Max - MyEnvironment.CameraPosition); // batch.AddBoundingBox(bb, new Color(LOD_COLORS[renderable.m_voxelLod])); // if (renderable.m_lods != null && renderable.m_voxelLod != renderable.m_lods[0].RenderableProxies[0].ObjectData.CustomAlpha) // { // } // } //} //batch.Commit(); MyClipmap.DebugDrawClipmaps(); } if (MyRender11.Settings.EnableVoxelMerging && MyRender11.Settings.DebugRenderMergedCells) { MyClipmap.DebugDrawMergedCells(); } //if(true) //{ // var batch = MyLinesRenderer.CreateBatch(); // foreach(var id in MyLights.DirtySpotlights) // { // var info = MyLights.Spotlights[id.Index]; // if(info.ApertureCos > 0) // { // var D = info.Direction * info.Range; // //batch.AddCone(MyLights.Lights.Data[id.Index].Position + D, -D, info.Up.Cross(info.Direction) * info.BaseRatio * info.Range, 32, Color.OrangeRed); // //var bb = MyLights.AabbFromCone(info.Direction, info.ApertureCos, info.Range).Transform(Matrix.CreateLookAt(MyLights.Lights.Data[id.Index].Position, info.Direction, info.Up)); // //batch.AddBoundingBox(bb, Color.Green); // batch.AddCone(MyLights.Lights.Data[id.Index].Position + D, -D, info.Up.Cross(info.Direction) * info.BaseRatio * info.Range, 32, Color.OrangeRed); // var bb = MyLights.AabbFromCone(info.Direction, info.ApertureCos, info.Range, MyLights.Lights.Data[id.Index].Position, info.Up); // batch.AddBoundingBox(bb, Color.Green); // } // } // batch.Commit(); //} // draw lods if (false) { var batch = MyLinesRenderer.CreateBatch(); //foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll().Where(x => ((x.GetMesh() as MyVoxelMesh) == null))) //{ // if (renderable.CurrentLodNum >= LOD_COLORS.Length || renderable.m_lods.Length == 1) // continue; // batch.AddBoundingBox(renderable.m_owner.Aabb, new Color(LOD_COLORS[renderable.CurrentLodNum])); //} batch.Commit(); } }
internal LodLevel(MyClipmap parent, int lodIndex, Vector3I lodSize) { m_clipmap = parent; m_lodIndex = lodIndex; m_lodSizeMinusOne = lodSize - 1; }