private void setPointLightToRenderer(PointLightRenderer r, PointLight l) { r.LightIntensity = l.LightIntensity; r.LightPosition = l.LightPosition; r.LightRadius = l.LightRadius; r.Color = l.Color; r.ShadowsEnabled = l.ShadowsEnabled; }
private void InitPointLight() { _pointLightTransform = null; if (_deadTime > 0) { PointLightRenderer pointLight = GetComponentInChildren <PointLightRenderer>(); if (pointLight != null) { _pointLightTransform = pointLight.gameObject.transform; _originalSize = _pointLightTransform.localScale.x; } } }
public void TestPointLightAccumulation() { //TODO: add a way to show the specular in the alpha channel var game = new DX11Game(); game.InitDirectX(); var device = game.Device; var context = device.ImmediateContext; var filledGBuffer = new TestFilledGBuffer(game, 800, 600); var light = new PointLightRenderer(game, filledGBuffer.GBuffer); var toggle = false; game.GameLoopEvent += delegate { filledGBuffer.DrawUpdatedGBuffer(); game.SetBackbuffer(); if (game.Keyboard.IsKeyPressed(Key.C)) { toggle = !toggle; } if (toggle) { light.LightPosition = game.SpectaterCamera.CameraPosition; } if (game.Keyboard.IsKeyDown(Key.I)) { GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer); } else { light.Draw(); } }; game.Run(); light.Dispose(); filledGBuffer.Dispose(); }
private void updatePointShadows(PointLightRenderer r, FrustumCullerView[] views) { int num = 0; r.UpdateShadowMap(delegate(CustomCamera lightCamera) { var view = views[num]; num++; var oldCam = game.Camera; game.Camera = lightCamera; //TODO: fix culling+removing of elements //view.UpdateVisibility(lightCamera.ViewProjection); //setMeshRendererVisibles(view); meshesRenderer.DrawShadowCastersDepth(); game.Camera = oldCam; }); }
public SimpleLightedScene(DX11Game game, GBuffer buffer) { this.game = game; this.buffer = buffer; ctx = game.Device.ImmediateContext; // Non-related init code point = new PointLightRenderer(game, buffer); point.LightRadius = 3; point.LightIntensity = 1; point.ShadowsEnabled = false; angle = 0; combineFinal = new CombineFinalRenderer(game, buffer); }
public TestCombineFinalClass(DX11Game game) { this.game = game; var device = game.Device; context = device.ImmediateContext; FilledGBuffer = new TestFilledGBuffer(game, 800, 600); spot = new SpotLightRenderer(game, FilledGBuffer.GBuffer); point = new PointLightRenderer(game, FilledGBuffer.GBuffer); directional = new DirectionalLightRenderer(game, FilledGBuffer.GBuffer); state = 0; combineFinal = new CombineFinalRenderer(game, FilledGBuffer.GBuffer); var desc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R16G16B16A16_Float, Width = FilledGBuffer.GBuffer.Width, Height = FilledGBuffer.GBuffer.Height, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1 }; hdrImage = new Texture2D(device, desc); hdrImageRTV = new RenderTargetView(device, hdrImage); hdrImageRV = new ShaderResourceView(device, hdrImage); }
public void TestPointLightDownViewFrustumVisibility() { var game = new DX11Game(); game.InitDirectX(); Vector3 radius = new Vector3(100, 1000, 100); FrustumCuller culler = new FrustumCuller(new BoundingBox(-radius, radius), 6); QuadTreeVisualizer visualizer = new QuadTreeVisualizer(); List <TestCullObject> cullObjects = new List <TestCullObject>(); TestCullObject obj; for (int i = 0; i < cullObjects.Count; i++) { culler.AddCullable(cullObjects[i]); } Matrix viewProjection = Matrix.Identity; var pos = game.SpectaterCamera.CameraPosition; bool rotate = true; int selectedNode = -1; var view = culler.CreateView(); game.GameLoopEvent += delegate { if (game.Keyboard.IsKeyDown(Key.C)) { pos = game.SpectaterCamera.CameraPosition; } viewProjection = PointLightRenderer.CreateShadowMapView(pos, 3) * PointLightRenderer.CreateShadowMapProjection(10); view.UpdateVisibility(viewProjection); if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus)) { selectedNode++; } if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus)) { selectedNode--; } game.LineManager3D.AddViewFrustum(new BoundingFrustum(viewProjection), Color.Black.dx()); for (int i = 0; i < cullObjects.Count; i++) { game.LineManager3D.AddBox(cullObjects[i].BoundingBox, Color.Red.dx()); } if (game.Keyboard.IsKeyDown(Key.Return)) { int count = -1; visualizer.RenderNodeGroundBoundig(game, culler.RootNode, delegate(FrustumCuller.CullNode node, out Color4 col) { col = Color.Green.dx(); count++; if (count == selectedNode) { col = Color.Red.dx(); node.Tag = "SELECTED!"; } return(count == selectedNode); }); } else { visualizer.RenderNodeGroundBoundig(game, culler.RootNode, delegate(FrustumCuller.CullNode node, out Color4 col) { if (view.IsNodeVisible(node)) { col = Color.Orange.dx(); return(true); } col = Color.Green.dx(); return(false); }); } /*int count = -1; * visualizer.RenderNodeGroundBoundig(game, culler.RootNode, * delegate(Culler.CullNode node, out Color col) * { * col = Color.Red; * count++; * return count == selectedNode; * });*/ }; game.Run(); }
public DeferredRenderer(DX11Game game) { this.game = game; var device = game.Device; context = device.ImmediateContext; screenWidth = game.Form.Form.ClientSize.Width; screenHeight = game.Form.Form.ClientSize.Height; int width = screenWidth; int height = screenHeight; gBuffer = new GBuffer(game.Device, width, height); texturePool = new TexturePool(game); meshesRenderer = new DeferredMeshesRenderer(game, gBuffer, TexturePool); directionalLightRenderer = new DirectionalLightRenderer(game, GBuffer); spotLightRenderer = new SpotLightRenderer(game, GBuffer); pointLightRenderer = new PointLightRenderer(game, GBuffer); combineFinalRenderer = new CombineFinalRenderer(game, GBuffer); var desc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R16G16B16A16_Float, Width = screenWidth, Height = screenHeight, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1 }; hdrImage = new Texture2D(device, desc); hdrImageRtv = new RenderTargetView(device, hdrImage); hdrImageRV = new ShaderResourceView(device, hdrImage); calculater = new AverageLuminanceCalculater(game, hdrImageRV); toneMap = new ToneMapRenderer(game); var tempDesc = new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.None, CpuAccessFlags = CpuAccessFlags.Read, Format = Format.R32_Float, Height = 1, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Staging, Width = 1 }; tempTex = new Texture2D(device, tempDesc); ssao = new HorizonSSAORenderer(game, screenWidth, screenHeight); Vector3 radius = new Vector3(500, 1000, 500); frustumCuller = new FrustumCuller(new BoundingBox(-radius, radius), 1); gbufferView = frustumCuller.CreateView(); meshesRenderer.Culler = frustumCuller; Texture2D skyColorTexture;// = Texture2D.FromFile(game.Device, TWDir.GameData.CreateSubdirectory("Core") + "\\skyColor.bmp"); var strm = new DataStream(16 * 4, true, true); var multiplier = 2; strm.Write(new Half4(new Half(135f / 255f * multiplier), new Half(206f / 255f * multiplier), new Half(235 / 255f * multiplier), new Half(1))); strm.Position = 0; var dataRectangle = new DataRectangle(16 * 4, strm); skyColorTexture = new Texture2D(game.Device, new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Format = Format.R16G16B16A16_Float, Height = 1, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, Width = 1 }, dataRectangle); skyColorRV = new ShaderResourceView(game.Device, skyColorTexture); postProcessRT1 = CreateBackbufferLikeRT(); postProcessRT2 = CreateBackbufferLikeRT(); fogRenderer = new FogEffect(game); backgroundDepthStencilState = DepthStencilState.FromDescription(game.Device, new DepthStencilStateDescription() { IsDepthEnabled = true, DepthComparison = Comparison.LessEqual, DepthWriteMask = DepthWriteMask.Zero, }); lineManager = new LineManager3D(game.Device); updateRasterizerState(); }
public void drawMeshTest(IMesh mesh, Matrix worldMatrix) { var game = createGame(); var pool = createTexturePool(game); var worldMesh = new WorldMesh { Mesh = mesh, WorldMatrix = worldMatrix }; var meshes = new MeshesRenderer(new RendererResourcePool(new MeshRenderDataFactory(game, null, pool), pool, game), game); var ctx = game.Device.ImmediateContext; var gBuffer = createGBuffer(game); var scene = new RenderingTestsHelper.SimpleLightedScene(game, gBuffer); var list = new List <WorldMesh>(); list.Add(worldMesh); var buffer = gBuffer; ctx = game.Device.ImmediateContext; // Non-related init code var point = new PointLightRenderer(game, buffer); point.LightRadius = 3; point.LightIntensity = 1; point.ShadowsEnabled = false; var angle = 0f; var combineFinal = new CombineFinalRenderer(game, buffer); var raster = new RasterizerStateDescription() { CullMode = CullMode.Front, FillMode = FillMode.Solid }; var state = RasterizerState.FromDescription(game.Device, raster); point.LightRadius = 10; game.GameLoopEvent += delegate { ctx.ClearState(); ctx.Rasterizer.State = state; gBuffer.Clear(); gBuffer.SetTargetsToOutputMerger(); meshes.DrawMeshes(list, game.Camera); angle += MathHelper.Pi * game.Elapsed; var alpha = 0.99f * game.Elapsed * 20000; var cam = game.Camera.ViewInverse.GetTranslation(); var diff = cam - point.LightPosition; diff.Normalize(); point.LightPosition += diff * game.Elapsed * 2;// new Vector3((float)Math.Sin(angle), (float)Math.Cos(angle), -2); ctx.ClearState(); combineFinal.SetLightAccumulationStates(); combineFinal.ClearLightAccumulation(); point.Draw(); ctx.ClearState(); game.SetBackbuffer(); ctx.Rasterizer.SetViewports(new Viewport(400, 300, 400, 300)); combineFinal.DrawCombined(); game.SetBackbuffer(); GBufferTest.DrawGBuffer(game, buffer); }; game.Run(); }
public void TestPointLightRendererShadowing() { var game = new DX11Game(); game.InitDirectX(); var device = game.Device; var context = device.ImmediateContext; var filledGBuffer = new TestFilledGBuffer(game, 800, 600); var light = new PointLightRenderer(game, filledGBuffer.GBuffer); light.LightRadius *= 2; light.ShadowsEnabled = true; var toggle = false; game.GameLoopEvent += delegate { filledGBuffer.DrawUpdatedGBuffer(); light.UpdateShadowMap(delegate(CustomCamera lightCamera) { game.Camera = lightCamera; filledGBuffer.Draw(); game.Camera = game.SpectaterCamera; }); game.SetBackbuffer(); if (game.Keyboard.IsKeyPressed(Key.C)) { toggle = !toggle; } if (toggle) { light.LightPosition = game.SpectaterCamera.CameraPosition; } if (game.Keyboard.IsKeyDown(Key.I)) { GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer); } else { light.Draw(); //game.TextureRenderer.Draw(light.ShadowCubeMapRv, new Vector2(10, 10), new Vector2(300, 300)); for (int i = 0; i < 6; i++) { game.LineManager3D.AddViewFrustum(light.LightCameras[i].ViewProjection, new Color4(0, 1, 0)); } } }; game.Run(); }
public void TestMultipleLightAccumulation() { //TODO: add a way to show the specular in the alpha channel var game = new DX11Game(); game.InitDirectX(); var device = game.Device; var context = device.ImmediateContext; var filledGBuffer = new TestFilledGBuffer(game, 800, 600); var spot = new SpotLightRenderer(game, filledGBuffer.GBuffer); var point = new PointLightRenderer(game, filledGBuffer.GBuffer); var directional = new DirectionalLightRenderer(game, filledGBuffer.GBuffer); var state = 0; var bsDesc = new BlendStateDescription(); var b = new RenderTargetBlendDescription(); b.BlendEnable = true; b.BlendOperation = BlendOperation.Add; b.BlendOperationAlpha = BlendOperation.Add; b.DestinationBlend = BlendOption.One; b.DestinationBlendAlpha = BlendOption.One; b.SourceBlend = BlendOption.One; b.SourceBlendAlpha = BlendOption.One; b.RenderTargetWriteMask = ColorWriteMaskFlags.All; bsDesc.RenderTargets[0] = b; var blendState = BlendState.FromDescription(device, bsDesc); var depthState = DepthStencilState.FromDescription(device, new DepthStencilStateDescription { IsDepthEnabled = false, IsStencilEnabled = false, }); game.GameLoopEvent += delegate { filledGBuffer.DrawUpdatedGBuffer(); game.SetBackbuffer(); if (game.Keyboard.IsKeyPressed(Key.D1)) { state = 0; } if (game.Keyboard.IsKeyPressed(Key.D2)) { state = 1; } if (game.Keyboard.IsKeyPressed(Key.D3)) { state = 2; } if (game.Keyboard.IsKeyPressed(Key.D4)) { state = 3; } switch (state) { case 0: break; case 1: directional.LightDirection = game.SpectaterCamera.CameraDirection; break; case 2: point.LightPosition = game.SpectaterCamera.CameraPosition; break; case 3: spot.LightPosition = game.SpectaterCamera.CameraPosition; spot.SpotDirection = game.SpectaterCamera.CameraDirection; break; } if (game.Keyboard.IsKeyDown(Key.I)) { GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer); } else { context.OutputMerger.DepthStencilState = depthState; directional.Draw(); context.OutputMerger.BlendState = blendState; spot.Draw(); point.Draw(); context.OutputMerger.BlendState = null; context.OutputMerger.DepthStencilState = null; } }; game.Run(); }