public static void GenerateCubemapMips(DeviceContext context, string shader, TextureObject targetTexture, TextureObject sourceTexture) { for (int m = 0; m < targetTexture.m_Mips; ++m) { for (int i = 0; i < 6; ++i) { dynamic cdb = m_CubemapDownsampleBuffer; cdb.g_Mip = (float)m; cdb.g_Face = i; m_CubemapDownsampleBuffer.CompileAndBind(context); RenderTargetSet.BindTextureAsRenderTarget(context, targetTexture.m_ArrayRenderTargetViews[m * 6 + i], null, targetTexture.m_Width >> m, targetTexture.m_Height >> m); context.PixelShader.SetShaderResource(PostEffectHelper.m_RandomNumbersBuffer.m_ShaderResourceView, 39); context.PixelShader.SetShaderResource(sourceTexture.m_ShaderResourceView, 0); PostEffectHelper.RenderFullscreenTriangle(context, shader); RenderTargetSet.BindNull(context); } } }
public static void RenderCubemap(DeviceContext context, TextureObject targetTexture, TextureObject targetDepth, SimpleSceneWrapper sceneWrapper, Vector3 position, float range, bool depthOnly = false, Color4 clearColor = new Color4()) { //using (new GpuProfilePoint(context, "CubemapRendering")) { // some hardcoded near plane Matrix projectionMatrix = Matrix.PerspectiveFovLH((float)Math.PI / 2.0f, 1.0f, 0.05f, range); ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare); // set the shaders context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene")); context.PixelShader.Set(depthOnly ? null : ShaderManager.GetPixelShader("PixelSceneSimple")); dynamic cvpb = m_CurrentViewportBuffer; for (int i = 0; i < 6; ++i) { Vector3 lookAt = new Vector3(); Vector3 upVec = new Vector3(); switch (i) { case 0: lookAt = new Vector3(1.0f, 0.0f, 0.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 1: lookAt = new Vector3(-1.0f, 0.0f, 0.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 2: lookAt = new Vector3(0.0f, 1.0f, 0.0f); upVec = new Vector3(0.0f, 0.0f, -1.0f); break; case 3: lookAt = new Vector3(0.0f, -1.0f, 0.0f); upVec = new Vector3(0.0f, 0.0f, 1.0f); break; case 4: lookAt = new Vector3(0.0f, 0.0f, 1.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 5: lookAt = new Vector3(0.0f, 0.0f, -1.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; } Matrix viewMatrix = Matrix.LookAtLH(position, position + lookAt, upVec); cvpb.g_ProjMatrix = projectionMatrix; cvpb.g_ViewMatrix = viewMatrix; cvpb.g_ViewProjMatrix = viewMatrix * projectionMatrix; { context.ClearRenderTargetView(targetTexture.m_ArrayRenderTargetViews[i], clearColor); context.ClearDepthStencilView(targetDepth.m_ArrayDepthStencilViews[i], DepthStencilClearFlags.Depth, 1.0f, 0); RenderTargetSet.BindTextureAsRenderTarget(context, targetTexture.m_ArrayRenderTargetViews[i], targetDepth.m_ArrayDepthStencilViews[i], targetTexture.m_Width, targetTexture.m_Height); m_CurrentViewportBuffer.CompileAndBind(context); // render triangles sceneWrapper.Render(context); RenderTargetSet.BindNull(context); } } ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth); } }