internal static unsafe void InitSubsystems() { InitializeBlendStates(); InitializeRasterizerStates(); InitilizeSamplerStates(); MyCommon.Init(); MyPipelineStates.Init(); MyTextures.Init(); MyVertexLayouts.Init(); MyShaders.Init(); MyRwTextures.Init(); MyHwBuffers.Init(); MyMeshes.Init(); MyMeshTableSRV.Init(); MyMergeInstancing.Init(); MyGeometryRenderer.Init(); MyLightRendering.Init(); MyShadows.Init(); MyLinesRenderer.Init(); MySpritesRenderer.Init(); MyPrimitivesRenderer.Init(); MyFoliageRenderer.Init(); MyOutline.Init(); MyComponents.Init(); MyBillboardRenderer.Init(); // hardcoded limits MyDebugRenderer.Init(); MyGPUFoliageGenerating.Init(); MyScreenDecals.Init(); MyEnvProbeProcessing.Init(); MyShadowsResolve.Init(); MyAtmosphereRenderer.Init(); MyAAEdgeMarking.Init(); MyScreenPass.Init(); MyCopyToRT.Init(); MyBlendTargets.Init(); MyFXAA.Init(); MyDepthResolve.Init(); MyBloom.Init(); MyLuminanceAverage.Init(); MyToneMapping.Init(); MySSAO.Init(); MyHdrDebugTools.Init(); MySceneMaterials.Init(); MyMaterials1.Init(); MyVoxelMaterials1.Init(); MyMeshMaterials1.Init(); //MyShaderFactory.RunCompilation(); // rebuild }
internal static unsafe void InitSubsystems() { MyRwTextures.Init(); MyHwBuffers.Init(); MyPipelineStates.Init(); ResetShadows(MyRenderProxy.Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution()); MyRender11.Init(); MyCommon.Init(); SamplerStates.Init(); MyDepthStencilState.Init(); MyTextures.Init(); MyVertexLayouts.Init(); MyShaders.Init(); MyMeshes.Init(); MyMeshTableSRV.Init(); MyLightRendering.Init(); MyLinesRenderer.Init(); MySpritesRenderer.Init(); MyPrimitivesRenderer.Init(); MyOutline.Init(); MyBlur.Init(); MyTransparentRendering.Init(); MyFoliageComponents.Init(); MyBillboardRenderer.Init(); // hardcoded limits MyDebugRenderer.Init(); MyScreenDecals.Init(); MyEnvProbeProcessing.Init(); MyAtmosphereRenderer.Init(); MyCloudRenderer.Init(); MyAAEdgeMarking.Init(); MyScreenPass.Init(); MyCopyToRT.Init(); MyBlendTargets.Init(); MyFXAA.Init(); MyDepthResolve.Init(); MyBloom.Init(); MyLuminanceAverage.Init(); MyToneMapping.Init(); MySSAO.Init(); MyPlanetBlur.Init(); MyHdrDebugTools.Init(); MySceneMaterials.Init(); MyMaterials1.Init(); MyVoxelMaterials1.Init(); MyMeshMaterials1.Init(); }
internal static void UnloadData() { 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.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(); MyBigMeshTable.Table.OnSessionEnd(); MyPrimitivesRenderer.Unload(); MyTransparentRendering.OnSessionEnd(); //MyAssetsLoader.ClearMeshes(); }
private void DebugDrawFrozenCascadeFrustrum(int nCascade) { var lineBatch = MyLinesRenderer.CreateBatch(); MatrixD inverseViewProj = MatrixD.Invert(Matrix.CreateTranslation(MyRender11.Environment.CameraPosition) * m_cascadeInfo[nCascade].WorldToProjection); Vector3D.Transform(m_blockOS, ref inverseViewProj, m_tmpDebugFrozen8D); for (int vertexIndex = 0; vertexIndex < 8; ++vertexIndex) { m_tmpDebugFrozen8[vertexIndex] = m_tmpDebugFrozen8D[vertexIndex]; } MyPrimitivesRenderer.Draw6FacedConvexZ(m_tmpDebugFrozen8, m_debugCascadeColor[nCascade], 0.2f); lineBatch.Add6FacedConvex(m_tmpDebugFrozen8, Color.Pink); lineBatch.Commit(); }
private unsafe void DebugDrawFrozen(MatrixD *cascadesMatrices) { Vector3D *verticesWS = stackalloc Vector3D[8]; Color[] cascadeColor = null; cascadeColor = new[] { Color.Red, Color.Green, Color.Blue, Color.Yellow, Color.Gray, Color.Orange }; var lineBatch = MyLinesRenderer.CreateBatch(); Vector3 *tmpFloatVertices = stackalloc Vector3[8]; for (int c = 0; c < m_initializedShadowCascadesCount; c++) { if (MyRenderProxy.Settings.ShadowCascadeFrozen[c]) { var inverseViewProj = MatrixD.Invert(cascadesMatrices[c]); Vector3D.Transform(m_cornersCS, ref inverseViewProj, verticesWS); for (int vertexIndex = 0; vertexIndex < 8; ++vertexIndex) { verticesWS[vertexIndex] += MyEnvironment.CameraPosition; } for (int vertexIndex = 0; vertexIndex < 8; ++vertexIndex) { tmpFloatVertices[vertexIndex] = verticesWS[vertexIndex]; } MyPrimitivesRenderer.Draw6FacedConvexZ(tmpFloatVertices, cascadeColor[c], 0.2f); lineBatch.Add6FacedConvex(tmpFloatVertices, Color.Pink); } } lineBatch.Commit(); }
internal static void DrawHierarchyDebug() { var worldToClip = MyEnvironment.ViewProjection; var displayString = new StringBuilder(); var batch = MyLinesRenderer.CreateBatch(); if (MyRender11.Settings.DisplayIDs) { foreach (var actor in MyActorFactory.GetAll()) { var h = actor.GetGroupLeaf(); var r = actor.GetRenderable(); Vector3 position; uint ID; if (r != null) { position = r.Owner.WorldMatrix.Translation; ID = r.Owner.ID; } else if (h != null) { position = h.Owner.WorldMatrix.Translation; ID = h.Owner.ID; } else { continue; } var clipPosition = Vector3.Transform(position, ref worldToClip); clipPosition.X = clipPosition.X * 0.5f + 0.5f; clipPosition.Y = clipPosition.Y * -0.5f + 0.5f; if (clipPosition.Z > 0 && clipPosition.Z < 1) { displayString.AppendFormat("{0}", ID); MySpritesRenderer.DrawText(new Vector2(clipPosition.X, clipPosition.Y) * MyRender11.ViewportResolution, displayString, Color.DarkCyan, 0.5f); } displayString.Clear(); } } if (MyRender11.Settings.DisplayAabbs) { foreach (var actor in MyActorFactory.GetAll()) { var h = actor.GetGroupRoot(); var r = actor.GetRenderable(); if (h != null) { var bb = BoundingBoxD.CreateInvalid(); foreach (var child in h.m_children) { if (child.IsVisible) { bb.Include(child.Aabb); } } batch.AddBoundingBox((BoundingBox)bb, Color.Red); MyPrimitivesRenderer.Draw6FacedConvexZ(bb.GetCorners().Select(x => (Vector3)x).ToArray(), Color.Red, 0.1f); } else if (r != null && actor.GetGroupLeaf() == null) { batch.AddBoundingBox((BoundingBox)r.Owner.Aabb, Color.Green); } } } batch.Commit(); }
internal static unsafe void InitSubsystems() { MyManagers.OnDeviceInit(); //MyRwTextures.Init(); MyHwBuffers.Init(); ResetShadows(MyShadowCascades.Settings.NewData.CascadesCount, RenderSettings.ShadowQuality.ShadowCascadeResolution()); MyRender11.Init(); MyCommon.Init(); MyVertexLayouts.Init(); MyShaders.Init(); MyMeshes.Init(); MyMeshTableSrv.Init(); MyLightRendering.Init(); MyLinesRenderer.Init(); MySpritesRenderer.Init(); MyPrimitivesRenderer.Init(); MyOutline.Init(); MyBlur.Init(); MyTransparentRendering.Init(); MyFoliageComponents.Init(); MyBillboardRenderer.Init(); // hardcoded limits MyDebugRenderer.Init(); MyScreenDecals.Init(); MyEnvProbeProcessing.Init(); MyAtmosphereRenderer.Init(); MyCloudRenderer.Init(); MyAAEdgeMarking.Init(); MyScreenPass.Init(); MyCopyToRT.Init(); MyBlendTargets.Init(); MyFXAA.Init(); MyDepthResolve.Init(); MyBloom.Init(); MyLuminanceAverage.Init(); MyToneMapping.Init(); MySSAO.Init(); MyHdrDebugTools.Init(); MySceneMaterials.Init(); MyMaterials1.Init(); MyVoxelMaterials1.Init(); MyMeshMaterials1.Init(); MyHBAO.Init(); try { if (m_settings.UseStereoRendering) { var openVR = new MyOpenVR(); MyStereoStencilMask.InitUsingOpenVR(); } } catch (System.Exception e) { if (!VRage.MyCompilationSymbols.DX11ForceStereo) { throw; } MyStereoStencilMask.InitUsingUndefinedMask(); } }
static void ProcessDebugMessages() { bool clearPersistent = false; m_persistentDebugMessagesTemp.Clear(); var linesBatch = MyLinesRenderer.CreateBatch(); var noDepthLinesBatch = MyLinesRenderer.CreateBatch(); noDepthLinesBatch.IgnoreDepth = true; var lines2D = MyLinesRenderer.CreateBatch(); lines2D.IgnoreDepth = true; while (m_debugDrawMessages.Count > 0) { MyRenderMessageBase debugDrawMessage = m_debugDrawMessages.Dequeue(); if (debugDrawMessage.IsPersistent) { m_persistentDebugMessagesTemp.Add(debugDrawMessage); } MyRenderMessageEnum messageType = debugDrawMessage.MessageType; switch (messageType) { case MyRenderMessageEnum.DebugDrawLine3D: { MyRenderMessageDebugDrawLine3D message = (MyRenderMessageDebugDrawLine3D)debugDrawMessage; if (message.DepthRead) { linesBatch.Add(message.PointFrom - MyRender11.Environment.Matrices.CameraPosition, message.PointTo - MyRender11.Environment.Matrices.CameraPosition, message.ColorFrom, message.ColorTo); } else { noDepthLinesBatch.Add(message.PointFrom - MyRender11.Environment.Matrices.CameraPosition, message.PointTo - MyRender11.Environment.Matrices.CameraPosition, message.ColorFrom, message.ColorTo); } break; } case MyRenderMessageEnum.DebugDrawLine2D: { MyRenderMessageDebugDrawLine2D message = (MyRenderMessageDebugDrawLine2D)debugDrawMessage; var matrix = message.Projection ?? Matrix.CreateOrthographicOffCenter(0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y, 0, 0, -1); if (!lines2D.CustomViewProjection.HasValue || (lines2D.CustomViewProjection.HasValue && lines2D.CustomViewProjection.Value != matrix)) { lines2D.Commit(); lines2D = MyLinesRenderer.CreateBatch(); lines2D.IgnoreDepth = true; lines2D.CustomViewProjection = matrix; } var p0 = new Vector3(message.PointFrom.X, message.PointFrom.Y, 0); var p1 = new Vector3(message.PointTo.X, message.PointTo.Y, 0); lines2D.Add(p0, p1, message.ColorFrom, message.ColorTo); break; } case MyRenderMessageEnum.DebugDrawPoint: { MyRenderMessageDebugDrawPoint message = (MyRenderMessageDebugDrawPoint)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; var scale = 0.125f; var borderDepth = MyRender11.UseComplementaryDepthBuffer ? 0.0f : 1.0f; borderDepth = message.ClipDistance.HasValue ? Vector3.Transform(new Vector3(0, 0, -message.ClipDistance.Value), MyRender11.Environment.Matrices.Projection).Z : borderDepth; var clipPosition = Vector3D.Transform(message.Position, MyRender11.Environment.Matrices.ViewProjectionAt0); clipPosition.X = clipPosition.X * 0.5f + 0.5f; clipPosition.Y = clipPosition.Y * -0.5f + 0.5f; //Debug.Assert(MyRender11.UseComplementaryDepthBuffer); Vector3 position = (Vector3)(message.Position - MyRender11.Environment.Matrices.CameraPosition); bool drawCondition = MyRender11.UseComplementaryDepthBuffer ? clipPosition.Z > borderDepth && clipPosition.Z < 1 : clipPosition.Z < borderDepth && clipPosition.Z > 0; if (drawCondition) { batch.Add(position + Vector3.UnitX * scale, position - Vector3.UnitX * scale, message.Color); batch.Add(position + Vector3.UnitY * scale, position - Vector3.UnitY * scale, message.Color); batch.Add(position + Vector3.UnitZ * scale, position - Vector3.UnitZ * scale, message.Color); } break; } case MyRenderMessageEnum.DebugDrawSphere: { MyRenderMessageDebugDrawSphere message = (MyRenderMessageDebugDrawSphere)debugDrawMessage; var borderDepth = MyRender11.UseComplementaryDepthBuffer ? 0.0f : 1.0f; borderDepth = message.ClipDistance.HasValue ? Vector3.Transform(new Vector3(0, 0, -message.ClipDistance.Value), MyRender11.Environment.Matrices.Projection).Z : borderDepth; Vector3D position = message.Position - MyRender11.Environment.Matrices.CameraPosition; var clipPosition = Vector3D.Transform(position, MyRender11.Environment.Matrices.ViewProjectionAt0); clipPosition.X = clipPosition.X * 0.5f + 0.5f; clipPosition.Y = clipPosition.Y * -0.5f + 0.5f; bool drawCondition = MyRender11.UseComplementaryDepthBuffer ? clipPosition.Z > borderDepth && clipPosition.Z < 1 : clipPosition.Z < borderDepth && clipPosition.Z > 0; if (drawCondition) { var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; batch.AddSphereRing(new BoundingSphere(position, message.Radius), message.Color, Matrix.Identity); batch.AddSphereRing(new BoundingSphere(position, message.Radius), message.Color, Matrix.CreateRotationX(MathHelper.PiOver2)); batch.AddSphereRing(new BoundingSphere(position, message.Radius), message.Color, Matrix.CreateRotationZ(MathHelper.PiOver2)); } break; } case MyRenderMessageEnum.DebugDrawAABB: { MyRenderMessageDebugDrawAABB message = (MyRenderMessageDebugDrawAABB)debugDrawMessage; BoundingBox aabb = (BoundingBox)message.AABB; aabb.Translate(-MyRender11.Environment.Matrices.CameraPosition); if (message.DepthRead) { linesBatch.AddBoundingBox(aabb, message.Color); } else { noDepthLinesBatch.AddBoundingBox(aabb, message.Color); } if (message.Shaded) { unsafe { Vector3 *points = stackalloc Vector3[8]; aabb.GetCornersUnsafe(points); MyPrimitivesRenderer.Draw6FacedConvexZ(points, message.Color, message.Alpha); } } break; } case MyRenderMessageEnum.DebugDraw6FaceConvex: { MyRenderMessageDebugDraw6FaceConvex convex = (MyRenderMessageDebugDraw6FaceConvex)debugDrawMessage; if (convex.Fill) { MyPrimitivesRenderer.Draw6FacedConvex(convex.Vertices, convex.Color, convex.Alpha); } else { if (convex.DepthRead) { linesBatch.Add6FacedConvexWorld(convex.Vertices, convex.Color); } else { noDepthLinesBatch.Add6FacedConvexWorld(convex.Vertices, convex.Color); } } break; } case MyRenderMessageEnum.DebugDrawCone: { MyRenderMessageDebugDrawCone message = (MyRenderMessageDebugDrawCone)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; var axis = message.DirectionVector; axis.Normalize(); var apex = message.Translation + message.DirectionVector; var steps = 32; var stepsRcp = (float)(Math.PI * 2 / steps); for (int i = 0; i < 32; i++) { float a0 = i * stepsRcp; float a1 = (i + 1) * stepsRcp; var A = message.Translation + Vector3D.Transform(message.BaseVector, MatrixD.CreateFromAxisAngle(axis, a0)) - MyRender11.Environment.Matrices.CameraPosition; var B = message.Translation + Vector3D.Transform(message.BaseVector, MatrixD.CreateFromAxisAngle(axis, a1)) - MyRender11.Environment.Matrices.CameraPosition; batch.Add(A, B, message.Color); batch.Add(A, apex, message.Color); } break; } case MyRenderMessageEnum.DebugDrawAxis: { MyRenderMessageDebugDrawAxis message = (MyRenderMessageDebugDrawAxis)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; Vector3 position = message.Matrix.Translation - MyRender11.Environment.Matrices.CameraPosition; if (message.SkipScale) { batch.Add(position, position + Vector3.Normalize(message.Matrix.Right) * message.AxisLength, Color.Red); batch.Add(position, position + Vector3.Normalize(message.Matrix.Up) * message.AxisLength, Color.Green); batch.Add(position, position + Vector3.Normalize(message.Matrix.Forward) * message.AxisLength, Color.Blue); } else { batch.Add(position, position + message.Matrix.Right * message.AxisLength, Color.Red); batch.Add(position, position + message.Matrix.Up * message.AxisLength, Color.Green); batch.Add(position, position + message.Matrix.Forward * message.AxisLength, Color.Blue); } break; } case MyRenderMessageEnum.DebugDrawOBB: { MyRenderMessageDebugDrawOBB message = (MyRenderMessageDebugDrawOBB)debugDrawMessage; Vector3D[] cornersD = new Vector3D[8]; MatrixD matrix = (MatrixD)message.Matrix; new MyOrientedBoundingBoxD(matrix).GetCorners(cornersD, 0); Vector3[] corners = new Vector3[8]; for (int i = 0; i < 8; i++) { corners[i] = (cornersD[i] - MyRender11.Environment.Matrices.CameraPosition); } if (message.DepthRead) { linesBatch.Add6FacedConvex(corners, message.Color); } else { noDepthLinesBatch.Add6FacedConvex(corners, message.Color); } MyPrimitivesRenderer.Draw6FacedConvexZ(corners, message.Color, message.Alpha); break; } case MyRenderMessageEnum.DebugDrawFrustrum: { MyRenderMessageDebugDrawFrustrum message = (MyRenderMessageDebugDrawFrustrum)debugDrawMessage; Vector3[] corners = new Vector3[8]; Matrix m = message.Frustrum.Matrix; m.Translation -= MyRender11.Environment.Matrices.CameraPosition; message.Frustrum.Matrix = m; message.Frustrum.GetCorners(corners); if (message.DepthRead) { linesBatch.Add6FacedConvex(corners, message.Color); } else { noDepthLinesBatch.Add6FacedConvex(corners, message.Color); } MyPrimitivesRenderer.Draw6FacedConvexZ(corners, message.Color, message.Alpha); break; } case MyRenderMessageEnum.DebugDrawCylinder: { MyRenderMessageDebugDrawCylinder message = (MyRenderMessageDebugDrawCylinder)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; var steps = 32; var stepsRcp = (float)(Math.PI * 2 / steps); for (int i = 0; i < 32; i++) { float a0 = i * stepsRcp; float a1 = (i + 1) * stepsRcp; Vector3D A = new Vector3D(Math.Cos(a0), 1.0f, Math.Sin(a0)) * 0.5f; Vector3D B = new Vector3D(Math.Cos(a1), 1.0f, Math.Sin(a1)) * 0.5f; Vector3D C = A - Vector3D.UnitY; Vector3D D = B - Vector3D.UnitY; A = Vector3D.Transform(A, message.Matrix); B = Vector3D.Transform(B, message.Matrix); C = Vector3D.Transform(C, message.Matrix); D = Vector3D.Transform(D, message.Matrix); A -= MyRender11.Environment.Matrices.CameraPosition; B -= MyRender11.Environment.Matrices.CameraPosition; C -= MyRender11.Environment.Matrices.CameraPosition; D -= MyRender11.Environment.Matrices.CameraPosition; batch.Add(A, B, message.Color); batch.Add(A, C, message.Color); batch.Add(C, D, message.Color); } break; } case MyRenderMessageEnum.DebugDrawTriangle: { MyRenderMessageDebugDrawTriangle message = (MyRenderMessageDebugDrawTriangle)debugDrawMessage; MyPrimitivesRenderer.DrawTriangle(message.Vertex0 - MyRender11.Environment.Matrices.CameraPosition, message.Vertex1 - MyRender11.Environment.Matrices.CameraPosition, message.Vertex2 - MyRender11.Environment.Matrices.CameraPosition, message.Color); break; } case MyRenderMessageEnum.DebugDrawTriangles: { MyRenderMessageDebugDrawTriangles message = (MyRenderMessageDebugDrawTriangles)debugDrawMessage; for (int i = 0; i < message.Indices.Count; i += 3) { var v0 = Vector3D.Transform(message.Vertices[message.Indices[i + 0]], message.WorldMatrix) - MyRender11.Environment.Matrices.CameraPosition; var v1 = Vector3D.Transform(message.Vertices[message.Indices[i + 1]], message.WorldMatrix) - MyRender11.Environment.Matrices.CameraPosition; var v2 = Vector3D.Transform(message.Vertices[message.Indices[i + 2]], message.WorldMatrix) - MyRender11.Environment.Matrices.CameraPosition; MyPrimitivesRenderer.DrawTriangle(v0, v1, v2, message.Color); } break; } case MyRenderMessageEnum.DebugDrawMesh: { MyPrimitivesRenderer.DebugMesh(debugDrawMessage as MyRenderMessageDebugDrawMesh); break; } case MyRenderMessageEnum.DebugDrawCapsule: { MyRenderMessageDebugDrawCapsule message = (MyRenderMessageDebugDrawCapsule)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; batch.AddSphereRing(new BoundingSphere(message.P0 - MyRender11.Environment.Matrices.CameraPosition, message.Radius), message.Color, Matrix.Identity); batch.AddSphereRing(new BoundingSphere(message.P0 - MyRender11.Environment.Matrices.CameraPosition, message.Radius), message.Color, Matrix.CreateRotationX(MathHelper.PiOver2)); batch.AddSphereRing(new BoundingSphere(message.P1 - MyRender11.Environment.Matrices.CameraPosition, message.Radius), message.Color, Matrix.Identity); batch.AddSphereRing(new BoundingSphere(message.P1 - MyRender11.Environment.Matrices.CameraPosition, message.Radius), message.Color, Matrix.CreateRotationX(MathHelper.PiOver2)); batch.Add(message.P0 - MyRender11.Environment.Matrices.CameraPosition, message.P1 - MyRender11.Environment.Matrices.CameraPosition, message.Color); break; } case MyRenderMessageEnum.DebugDrawText2D: { MyRenderMessageDebugDrawText2D message = (MyRenderMessageDebugDrawText2D)debugDrawMessage; var text = new StringBuilder(message.Text); MySpritesRenderer.DrawText(message.Coord, text, message.Color, message.Scale, message.Align); break; } case MyRenderMessageEnum.DebugDrawText3D: { MyRenderMessageDebugDrawText3D message = (MyRenderMessageDebugDrawText3D)debugDrawMessage; Vector3D position = message.Coord; var worldToClip = MyRender11.Environment.Matrices.ViewProjectionD; if (message.CustomViewProjection != -1) { if (!MyRenderProxy.BillboardsViewProjectionRead.ContainsKey(message.CustomViewProjection)) { break; } var i = message.CustomViewProjection; var scaleX = MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.Width / (float)MyRender11.ViewportResolution.X; var scaleY = MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.Height / (float)MyRender11.ViewportResolution.Y; var offsetX = MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.OffsetX / (float)MyRender11.ViewportResolution.X; var offsetY = (MyRender11.ViewportResolution.Y - MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.OffsetY - MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.Height) / (float)MyRender11.ViewportResolution.Y; var viewportTransformation = new Matrix( scaleX, 0, 0, 0, 0, scaleY, 0, 0, 0, 0, 1, 0, offsetX, offsetY, 0, 1 ); worldToClip = MyRenderProxy.BillboardsViewProjectionRead[message.CustomViewProjection].ViewAtZero * MyRenderProxy.BillboardsViewProjectionRead[message.CustomViewProjection].Projection * viewportTransformation; } var clipPosition = Vector3D.Transform(position, ref worldToClip); clipPosition.X = clipPosition.X * 0.5f + 0.5f; clipPosition.Y = clipPosition.Y * -0.5f + 0.5f; var borderDepth = MyRender11.UseComplementaryDepthBuffer ? 0.0f : 1.0f; borderDepth = message.ClipDistance.HasValue ? Vector3.Transform(new Vector3(0, 0, -message.ClipDistance.Value), MyRender11.Environment.Matrices.Projection).Z : borderDepth; bool drawCondition = MyRender11.UseComplementaryDepthBuffer ? clipPosition.Z > borderDepth && clipPosition.Z < 1 : clipPosition.Z < borderDepth && clipPosition.Z > 0; if (drawCondition) { MySpritesRenderer.DrawText(new Vector2((float)clipPosition.X, (float)clipPosition.Y) * MyRender11.ViewportResolution, new StringBuilder(message.Text), message.Color, message.Scale, message.Align); } break; } case MyRenderMessageEnum.DebugDrawModel: { MyRenderMessageDebugDrawModel message = (MyRenderMessageDebugDrawModel)debugDrawMessage; break; } case MyRenderMessageEnum.DebugDrawPlane: { MyRenderMessageDebugDrawPlane message = (MyRenderMessageDebugDrawPlane)debugDrawMessage; break; } case MyRenderMessageEnum.DebugWaitForPresent: { MyRenderMessageDebugWaitForPresent rMessage = (MyRenderMessageDebugWaitForPresent)debugDrawMessage; MyRenderProxy.RenderThread.DebugAddWaitingForPresent(rMessage.WaitHandle); break; } case MyRenderMessageEnum.DebugClearPersistentMessages: { MyRenderMessageDebugClearPersistentMessages rMessage = (MyRenderMessageDebugClearPersistentMessages)debugDrawMessage; clearPersistent = true; break; } default: { break; } } } linesBatch.Commit(); noDepthLinesBatch.Commit(); lines2D.Commit(); foreach (var message in m_persistentDebugMessagesTemp) { if (clearPersistent && m_currentPersistentDebugMessages.Remove(message)) { continue; } m_debugDrawMessages.Enqueue(message); m_currentPersistentDebugMessages.Add(message); } }
private static void DrawScene() { AddDebugQueueMessage("Frame render start"); MyGpuProfiler.IC_BeginBlock("UpdateSceneFrame"); UpdateSceneFrame(); MyGpuProfiler.IC_EndBlock(); var testingDepth = MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth : MyGBuffer.Main.DepthStencil; MyGpuProfiler.IC_BeginBlock("Clear"); MyGBuffer.Main.Clear(VRageMath.Color.Black); MyGpuProfiler.IC_EndBlock(); if (MyOpenVR.Static != null) { ProfilerShort.Begin("OpenVR.WaitForNextStart"); MyOpenVR.WaitForNextStart(); ProfilerShort.End(); } ProfilerShort.Begin("DrawGameScene"); DrawGameScene(Backbuffer); ProfilerShort.End(); if (MyOpenVR.Static != null) { ProfilerShort.Begin("OpenVR.DisplayEye"); MyGpuProfiler.IC_BeginBlock("OpenVR.DisplayEye"); MyGBuffer.Main.Clear(VRageMath.Color.Black);//image is in HMD now, lets draw the rest for overlay MyOpenVR.Static.DisplayEye(MyRender11.Backbuffer.Resource.NativePointer); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); } ProfilerShort.Begin("Draw scene debug"); MyGpuProfiler.IC_BeginBlock("Draw scene debug"); DrawSceneDebug(); ProfilerShort.End(); ProfilerShort.Begin("ProcessDebugMessages"); ProcessDebugMessages(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); ProfilerShort.Begin("MyDebugRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyDebugRenderer.Draw"); MyDebugRenderer.Draw(MyRender11.Backbuffer); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); ProfilerShort.Begin("MyPrimitivesRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyPrimitivesRenderer.Draw"); MyPrimitivesRenderer.Draw(MyRender11.Backbuffer, testingDepth); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); ProfilerShort.Begin("MyLinesRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyLinesRenderer.Draw"); MyLinesRenderer.Draw(MyRender11.Backbuffer, testingDepth); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); if (m_screenshot.HasValue && m_screenshot.Value.IgnoreSprites) { ProfilerShort.Begin("Screenshot"); if (m_screenshot.Value.SizeMult == Vector2.One) { SaveScreenshotFromResource(Backbuffer.Resource); } else { TakeCustomSizedScreenshot(m_screenshot.Value.SizeMult); } ProfilerShort.End(); } ProfilerShort.Begin("ProcessDebugOutput"); AddDebugQueueMessage("Frame render end"); ProcessDebugOutput(); ProfilerShort.End(); }
private static void ProcessDrawMessage(MyRenderMessageBase drawMessage) { switch (drawMessage.MessageType) { case MyRenderMessageEnum.SpriteScissorPush: { var msg = drawMessage as MyRenderMessageSpriteScissorPush; MySpritesRenderer.ScissorStackPush(msg.ScreenRectangle); break; } case MyRenderMessageEnum.SpriteScissorPop: { MySpritesRenderer.ScissorStackPop(); break; } case MyRenderMessageEnum.DrawSprite: { MyRenderMessageDrawSprite sprite = (MyRenderMessageDrawSprite)drawMessage; MySpritesRenderer.AddSingleSprite(MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, waitTillLoaded: sprite.WaitTillLoaded), sprite.Color, sprite.Origin, sprite.RightVector, sprite.SourceRectangle, sprite.DestinationRectangle); break; } case MyRenderMessageEnum.DrawSpriteNormalized: { MyRenderMessageDrawSpriteNormalized sprite = (MyRenderMessageDrawSpriteNormalized)drawMessage; var rotation = sprite.Rotation; if (sprite.RotationSpeed != 0) { rotation += sprite.RotationSpeed * (float)(MyRender11.CurrentDrawTime - MyRender11.CurrentUpdateTime).Seconds; } Vector2 rightVector = rotation != 0f ? new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)) : sprite.RightVector; int safeGuiSizeY = MyRender11.ResolutionI.Y; int safeGuiSizeX = (int)(safeGuiSizeY * 1.3333f); // This will mantain same aspect ratio for GUI elements var safeGuiRectangle = new VRageMath.Rectangle(MyRender11.ResolutionI.X / 2 - safeGuiSizeX / 2, 0, safeGuiSizeX, safeGuiSizeY); var safeScreenScale = (float)safeGuiSizeY / MyRenderGuiConstants.REFERENCE_SCREEN_HEIGHT; float fixedScale = sprite.Scale * safeScreenScale; var tex = MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, true); var normalizedCoord = sprite.NormalizedCoord; var screenCoord = new Vector2(safeGuiRectangle.Left + safeGuiRectangle.Width * normalizedCoord.X, safeGuiRectangle.Top + safeGuiRectangle.Height * normalizedCoord.Y); var sizeInPixels = MyTextures.GetSize(tex); var sizeInPixelsScaled = sizeInPixels * fixedScale; Vector2 alignedScreenCoord = screenCoord; var drawAlign = sprite.DrawAlign; if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_LEFT_AND_VERTICAL_TOP) { // Nothing to do as position is already at this point } else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_CENTER_AND_VERTICAL_CENTER) { // Move position to the texture center alignedScreenCoord -= sizeInPixelsScaled / 2.0f; } else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_CENTER_AND_VERTICAL_TOP) { alignedScreenCoord.X -= sizeInPixelsScaled.X / 2.0f; } else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_CENTER_AND_VERTICAL_BOTTOM) { alignedScreenCoord.X -= sizeInPixelsScaled.X / 2.0f; alignedScreenCoord.Y -= sizeInPixelsScaled.Y; } else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_RIGHT_AND_VERTICAL_BOTTOM) { alignedScreenCoord -= sizeInPixelsScaled; } else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_LEFT_AND_VERTICAL_CENTER) { alignedScreenCoord.Y -= sizeInPixelsScaled.Y / 2.0f; } else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_RIGHT_AND_VERTICAL_CENTER) { alignedScreenCoord.X -= sizeInPixelsScaled.X; alignedScreenCoord.Y -= sizeInPixelsScaled.Y / 2.0f; } else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_LEFT_AND_VERTICAL_BOTTOM) { alignedScreenCoord.Y -= sizeInPixelsScaled.Y; // *0.75f; } else if (drawAlign == MyGuiDrawAlignEnum.HORISONTAL_RIGHT_AND_VERTICAL_TOP) { alignedScreenCoord.X -= sizeInPixelsScaled.X; } screenCoord = alignedScreenCoord; var rect = new RectangleF(screenCoord.X, screenCoord.Y, fixedScale * sizeInPixels.X, fixedScale * sizeInPixels.Y); Vector2 origin; if (sprite.OriginNormalized.HasValue) { origin = sprite.OriginNormalized.Value * sizeInPixels; } else { origin = sizeInPixels / 2; } sprite.OriginNormalized = sprite.OriginNormalized ?? new Vector2(0.5f); MySpritesRenderer.AddSingleSprite(MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, waitTillLoaded: sprite.WaitTillLoaded), sprite.Color, origin, rightVector, null, rect); break; } case MyRenderMessageEnum.DrawSpriteAtlas: { MyRenderMessageDrawSpriteAtlas sprite = (MyRenderMessageDrawSpriteAtlas)drawMessage; var tex = MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, true); var textureSize = MyTextures.GetSize(tex); Rectangle?sourceRect = new Rectangle( (int)(textureSize.X * sprite.TextureOffset.X), (int)(textureSize.Y * sprite.TextureOffset.Y), (int)(textureSize.X * sprite.TextureSize.X), (int)(textureSize.Y * sprite.TextureSize.Y)); VRageMath.RectangleF destRect = new VRageMath.RectangleF( (sprite.Position.X) * sprite.Scale.X, (sprite.Position.Y) * sprite.Scale.Y, sprite.HalfSize.X * sprite.Scale.X * 2, sprite.HalfSize.Y * sprite.Scale.Y * 2); Vector2 origin = new Vector2(textureSize.X * sprite.TextureSize.X * 0.5f, textureSize.Y * sprite.TextureSize.Y * 0.5f); MySpritesRenderer.AddSingleSprite(MyTextures.GetTexture(sprite.Texture, MyTextureEnum.GUI, true), sprite.Color, origin, sprite.RightVector, sourceRect, destRect); break; } case MyRenderMessageEnum.DrawString: { var message = drawMessage as MyRenderMessageDrawString; var font = MyRender11.GetFont(message.FontIndex); font.DrawString( message.ScreenCoord, message.ColorMask, message.Text, message.ScreenScale, message.ScreenMaxWidth); break; } case MyRenderMessageEnum.DrawScene: { UpdateSceneFrame(); ProfilerShort.Begin("DrawScene"); DrawGameScene(Backbuffer); ProfilerShort.Begin("TransferPerformanceStats"); TransferPerformanceStats(); ProfilerShort.End(); ProfilerShort.End(); ProfilerShort.Begin("Draw scene debug"); MyGpuProfiler.IC_BeginBlock("Draw scene debug"); DrawSceneDebug(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); ProfilerShort.Begin("ProcessDebugMessages"); ProcessDebugMessages(); ProfilerShort.End(); ProfilerShort.Begin("MyDebugRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyDebugRenderer.Draw"); MyDebugRenderer.Draw(MyRender11.Backbuffer); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); var testingDepth = MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth : MyGBuffer.Main.DepthStencil; ProfilerShort.Begin("MyPrimitivesRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyPrimitivesRenderer.Draw"); MyPrimitivesRenderer.Draw(MyRender11.Backbuffer, testingDepth); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); ProfilerShort.Begin("MyLinesRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyLinesRenderer.Draw"); MyLinesRenderer.Draw(MyRender11.Backbuffer, testingDepth); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); if (m_screenshot.HasValue && m_screenshot.Value.IgnoreSprites) { if (m_screenshot.Value.SizeMult == Vector2.One) { SaveScreenshotFromResource(Backbuffer.m_resource); } else { TakeCustomSizedScreenshot(m_screenshot.Value.SizeMult); } } ProfilerShort.Begin("MySpritesRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MySpritesRenderer.Draw"); MySpritesRenderer.Draw(MyRender11.Backbuffer.m_RTV, new MyViewport(MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y)); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); if (MyRenderProxy.DRAW_RENDER_STATS) { MyRender11.GetRenderProfiler().StartProfilingBlock("MyRenderStatsDraw.Draw"); MyRenderStatsDraw.Draw(MyRenderStats.m_stats, 0.6f, VRageMath.Color.Yellow); ProfilerShort.End(); } break; } } }
static void ProcessDebugMessages() { var linesBatch = MyLinesRenderer.CreateBatch(); var noDepthLinesBatch = MyLinesRenderer.CreateBatch(); noDepthLinesBatch.IgnoreDepth = true; var lines2D = MyLinesRenderer.CreateBatch(); lines2D.IgnoreDepth = true; while (m_debugDrawMessages.Count > 0) { IMyRenderMessage debugDrawMessage = m_debugDrawMessages.Dequeue(); MyRenderMessageEnum messageType = debugDrawMessage.MessageType; switch (messageType) { case MyRenderMessageEnum.DebugDrawLine3D: { MyRenderMessageDebugDrawLine3D message = (MyRenderMessageDebugDrawLine3D)debugDrawMessage; if (message.DepthRead) { linesBatch.Add(message.PointFrom, message.PointTo, message.ColorFrom, message.ColorTo); } else { noDepthLinesBatch.Add(message.PointFrom, message.PointTo, message.ColorFrom, message.ColorTo); } break; } case MyRenderMessageEnum.DebugDrawLine2D: { MyRenderMessageDebugDrawLine2D message = (MyRenderMessageDebugDrawLine2D)debugDrawMessage; var matrix = message.Projection ?? Matrix.CreateOrthographicOffCenter(0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y, 0, 0, -1); if (!lines2D.CustomViewProjection.HasValue || (lines2D.CustomViewProjection.HasValue && lines2D.CustomViewProjection.Value != matrix)) { lines2D.Commit(); lines2D = MyLinesRenderer.CreateBatch(); lines2D.IgnoreDepth = true; lines2D.CustomViewProjection = matrix; } var p0 = new Vector3(message.PointFrom.X, message.PointFrom.Y, 0); var p1 = new Vector3(message.PointTo.X, message.PointTo.Y, 0); lines2D.Add(p0, p1, message.ColorFrom, message.ColorTo); break; } case MyRenderMessageEnum.DebugDrawPoint: { MyRenderMessageDebugDrawPoint message = (MyRenderMessageDebugDrawPoint)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; var scale = 0.125f; var borderDepth = MyRender11.UseComplementaryDepthBuffer ? 0.0f : 1.0f; borderDepth = message.ClipDistance.HasValue ? Vector3.Transform(new Vector3(0, 0, -message.ClipDistance.Value), MyEnvironment.Projection).Z : borderDepth; var clipPosition = Vector3.Transform((Vector3)message.Position, ref MyEnvironment.ViewProjection); clipPosition.X = clipPosition.X * 0.5f + 0.5f; clipPosition.Y = clipPosition.Y * -0.5f + 0.5f; //Debug.Assert(MyRender11.UseComplementaryDepthBuffer); bool drawCondition = MyRender11.UseComplementaryDepthBuffer ? clipPosition.Z > borderDepth && clipPosition.Z < 1 : clipPosition.Z < borderDepth && clipPosition.Z > 0; if (drawCondition) { batch.Add(message.Position + Vector3.UnitX * scale, message.Position - Vector3.UnitX * scale, message.Color); batch.Add(message.Position + Vector3.UnitY * scale, message.Position - Vector3.UnitY * scale, message.Color); batch.Add(message.Position + Vector3.UnitZ * scale, message.Position - Vector3.UnitZ * scale, message.Color); } break; } case MyRenderMessageEnum.DebugDrawSphere: { MyRenderMessageDebugDrawSphere message = (MyRenderMessageDebugDrawSphere)debugDrawMessage; var borderDepth = MyRender11.UseComplementaryDepthBuffer ? 0.0f : 1.0f; borderDepth = message.ClipDistance.HasValue ? Vector3.Transform(new Vector3(0, 0, -message.ClipDistance.Value), MyEnvironment.Projection).Z : borderDepth; var clipPosition = Vector3.Transform((Vector3)message.Position, ref MyEnvironment.ViewProjection); clipPosition.X = clipPosition.X * 0.5f + 0.5f; clipPosition.Y = clipPosition.Y * -0.5f + 0.5f; bool drawCondition = MyRender11.UseComplementaryDepthBuffer ? clipPosition.Z > borderDepth && clipPosition.Z < 1 : clipPosition.Z < borderDepth && clipPosition.Z > 0; if (drawCondition) { var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; batch.AddSphereRing(new BoundingSphere(message.Position, message.Radius), message.Color, Matrix.Identity); batch.AddSphereRing(new BoundingSphere(message.Position, message.Radius), message.Color, Matrix.CreateRotationX(MathHelper.PiOver2)); batch.AddSphereRing(new BoundingSphere(message.Position, message.Radius), message.Color, Matrix.CreateRotationZ(MathHelper.PiOver2)); } break; } case MyRenderMessageEnum.DebugDrawAABB: { MyRenderMessageDebugDrawAABB message = (MyRenderMessageDebugDrawAABB)debugDrawMessage; if (message.DepthRead) { linesBatch.AddBoundingBox((BoundingBox)message.AABB, message.Color); } else { noDepthLinesBatch.AddBoundingBox((BoundingBox)message.AABB, message.Color); } break; } case MyRenderMessageEnum.DebugDrawCone: { MyRenderMessageDebugDrawCone message = (MyRenderMessageDebugDrawCone)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; var axis = message.DirectionVector; axis.Normalize(); var apex = message.Translation + message.DirectionVector; var steps = 32; var stepsRcp = (float)(Math.PI * 2 / steps); for (int i = 0; i < 32; i++) { float a0 = i * stepsRcp; float a1 = (i + 1) * stepsRcp; var A = message.Translation + Vector3.Transform(message.BaseVector, Matrix.CreateFromAxisAngle(axis, a0)); var B = message.Translation + Vector3.Transform(message.BaseVector, Matrix.CreateFromAxisAngle(axis, a1)); batch.Add(A, B, message.Color); batch.Add(A, apex, message.Color); } break; } case MyRenderMessageEnum.DebugDrawAxis: { MyRenderMessageDebugDrawAxis message = (MyRenderMessageDebugDrawAxis)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; batch.Add(message.Matrix.Translation, message.Matrix.Translation + message.Matrix.Right * message.AxisLength, Color.Red); batch.Add(message.Matrix.Translation, message.Matrix.Translation + message.Matrix.Up * message.AxisLength, Color.Green); batch.Add(message.Matrix.Translation, message.Matrix.Translation + message.Matrix.Forward * message.AxisLength, Color.Blue); break; } case MyRenderMessageEnum.DebugDrawOBB: { MyRenderMessageDebugDrawOBB message = (MyRenderMessageDebugDrawOBB)debugDrawMessage; Vector3 [] corners = new Vector3[8]; Matrix matrix = (Matrix)message.Matrix; new MyOrientedBoundingBox(ref matrix).GetCorners(corners, 0); if (message.DepthRead) { linesBatch.Add6FacedConvex(corners, message.Color); } else { noDepthLinesBatch.Add6FacedConvex(corners, message.Color); } MyPrimitivesRenderer.Draw6FacedConvex(corners, message.Color, message.Alpha); break; } case MyRenderMessageEnum.DebugDrawCylinder: { MyRenderMessageDebugDrawCylinder message = (MyRenderMessageDebugDrawCylinder)debugDrawMessage; var steps = 32; var stepsRcp = (float)(Math.PI * 2 / steps); for (int i = 0; i < 32; i++) { float a0 = i * stepsRcp; float a1 = (i + 1) * stepsRcp; Vector3 A = new Vector3(Math.Cos(a0), 1.0f, Math.Sin(a0)) * 0.5f; Vector3 B = new Vector3(Math.Cos(a1), 1.0f, Math.Sin(a1)) * 0.5f; Vector3 C = A - Vector3.UnitY; Vector3 D = B - Vector3.UnitY; A = Vector3.Transform(A, message.Matrix); B = Vector3.Transform(B, message.Matrix); C = Vector3.Transform(C, message.Matrix); D = Vector3.Transform(D, message.Matrix); linesBatch.Add(A, B, message.Color); linesBatch.Add(A, C, message.Color); linesBatch.Add(C, D, message.Color); } break; } case MyRenderMessageEnum.DebugDrawTriangle: { MyRenderMessageDebugDrawTriangle message = (MyRenderMessageDebugDrawTriangle)debugDrawMessage; MyPrimitivesRenderer.DrawTriangle(message.Vertex0, message.Vertex1, message.Vertex2, message.Color); break; } case MyRenderMessageEnum.DebugDrawTriangles: { MyRenderMessageDebugDrawTriangles message = (MyRenderMessageDebugDrawTriangles)debugDrawMessage; for (int i = 0; i < message.Indices.Count; i += 3) { var v0 = Vector3.Transform(message.Vertices[message.Indices[i + 0]], message.WorldMatrix); var v1 = Vector3.Transform(message.Vertices[message.Indices[i + 1]], message.WorldMatrix); var v2 = Vector3.Transform(message.Vertices[message.Indices[i + 2]], message.WorldMatrix); MyPrimitivesRenderer.DrawTriangle(v0, v1, v2, message.Color); } break; } case MyRenderMessageEnum.DebugDrawCapsule: { MyRenderMessageDebugDrawCapsule message = (MyRenderMessageDebugDrawCapsule)debugDrawMessage; var batch = message.DepthRead ? linesBatch : noDepthLinesBatch; batch.AddSphereRing(new BoundingSphere(message.P0, message.Radius), message.Color, Matrix.Identity); batch.AddSphereRing(new BoundingSphere(message.P0, message.Radius), message.Color, Matrix.CreateRotationX(MathHelper.PiOver2)); batch.AddSphereRing(new BoundingSphere(message.P1, message.Radius), message.Color, Matrix.Identity); batch.AddSphereRing(new BoundingSphere(message.P1, message.Radius), message.Color, Matrix.CreateRotationX(MathHelper.PiOver2)); batch.Add(message.P0, message.P1, message.Color); break; } case MyRenderMessageEnum.DebugDrawText2D: { MyRenderMessageDebugDrawText2D message = (MyRenderMessageDebugDrawText2D)debugDrawMessage; var text = new StringBuilder(message.Text); MySpritesRenderer.DrawText(message.Coord, text, message.Color, message.Scale, message.Align); break; } case MyRenderMessageEnum.DebugDrawText3D: { MyRenderMessageDebugDrawText3D message = (MyRenderMessageDebugDrawText3D)debugDrawMessage; Vector3 position = (Vector3)message.Coord; var worldToClip = MyEnvironment.ViewProjection; if (message.CustomViewProjection != -1) { if (!MyRenderProxy.BillboardsViewProjectionRead.ContainsKey(message.CustomViewProjection)) { break; } var i = message.CustomViewProjection; var scaleX = MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.Width / (float)MyRender11.ViewportResolution.X; var scaleY = MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.Height / (float)MyRender11.ViewportResolution.Y; var offsetX = MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.OffsetX / (float)MyRender11.ViewportResolution.X; var offsetY = (MyRender11.ViewportResolution.Y - MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.OffsetY - MyRenderProxy.BillboardsViewProjectionRead[i].Viewport.Height) / (float)MyRender11.ViewportResolution.Y; var viewportTransformation = new Matrix( scaleX, 0, 0, 0, 0, scaleY, 0, 0, 0, 0, 1, 0, offsetX, offsetY, 0, 1 ); worldToClip = MyRenderProxy.BillboardsViewProjectionRead[message.CustomViewProjection].View * MyRenderProxy.BillboardsViewProjectionRead[message.CustomViewProjection].Projection * viewportTransformation; } var clipPosition = Vector3.Transform(position, ref worldToClip); clipPosition.X = clipPosition.X * 0.5f + 0.5f; clipPosition.Y = clipPosition.Y * -0.5f + 0.5f; var borderDepth = MyRender11.UseComplementaryDepthBuffer ? 0.0f : 1.0f; borderDepth = message.ClipDistance.HasValue ? Vector3.Transform(new Vector3(0, 0, -message.ClipDistance.Value), MyEnvironment.Projection).Z : borderDepth; bool drawCondition = MyRender11.UseComplementaryDepthBuffer ? clipPosition.Z > borderDepth && clipPosition.Z < 1 : clipPosition.Z < borderDepth && clipPosition.Z > 0; if (drawCondition) { MySpritesRenderer.DrawText(new Vector2(clipPosition.X, clipPosition.Y) * MyRender11.ViewportResolution, new StringBuilder(message.Text), message.Color, message.Scale, message.Align); } break; } case MyRenderMessageEnum.DebugDrawModel: { MyRenderMessageDebugDrawModel message = (MyRenderMessageDebugDrawModel)debugDrawMessage; break; } case MyRenderMessageEnum.DebugDrawPlane: { MyRenderMessageDebugDrawPlane message = (MyRenderMessageDebugDrawPlane)debugDrawMessage; break; } default: { break; } } } linesBatch.Commit(); noDepthLinesBatch.Commit(); lines2D.Commit(); }
static void PrepareCascades() { MyImmediateRC.RC.Context.CopyResource(m_cascadeShadowmapArray.Resource, m_cascadeShadowmapBackup.Resource); bool stabilize = true; for (int i = 0; i < 4; i++) { ++FramesSinceUpdate[i]; } CascadeLightDirection[0] = MyEnvironment.DirectionalLightDir; CascadeLightDirection[1] = MyEnvironment.DirectionalLightDir; const float DirectionDifferenceThreshold = 0.02f; if (FramesSinceUpdate[2] > 180 || MyEnvironment.DirectionalLightDir.Dot(CascadeLightDirection[2]) < (1 - DirectionDifferenceThreshold)) { FramesSinceUpdate[2] = 0; CascadeLightDirection[2] = MyEnvironment.DirectionalLightDir; } if (FramesSinceUpdate[3] > 180 || MyEnvironment.DirectionalLightDir.Dot(CascadeLightDirection[3]) < (1 - DirectionDifferenceThreshold)) { FramesSinceUpdate[3] = 0; CascadeLightDirection[3] = MyEnvironment.DirectionalLightDir; } var globalMatrix = CreateGlobalMatrix(); Matrix[] cascadesMatrices = new Matrix[8]; var cascadeFrozen = MyRender11.Settings.FreezeCascade.Any(x => x == true); if (!cascadeFrozen) { m_oldView = MyEnvironment.View; } float cascadesNearClip = 1f; float cascadesFarClip = 1000f; float backOffset = 100f; // more and fit projection to objects inside float shadowmapSize = m_cascadeResolution; m_splitDepth[0] = cascadesNearClip; m_splitDepth[1] = MyRender11.Settings.CascadesSplit0; m_splitDepth[2] = MyRender11.Settings.CascadesSplit1; m_splitDepth[3] = MyRender11.Settings.CascadesSplit2; m_splitDepth[4] = MyRender11.Settings.CascadesSplit3; float unitWidth = 1 / MyEnvironment.Projection.M11; float unitHeight = 1 / MyEnvironment.Projection.M22; var vertices = new Vector3[] { new Vector3(-unitWidth, -unitHeight, -1), new Vector3(-unitWidth, unitHeight, -1), new Vector3(unitWidth, unitHeight, -1), new Vector3(unitWidth, -unitHeight, -1), }; var frustumVerticesWS = new Vector3[8]; for (int c = 0; c < m_cascadesNum; c++) { for (int i = 0; i < 4; i++) { frustumVerticesWS[i] = vertices[i] * m_splitDepth[c]; frustumVerticesWS[i + 4] = vertices[i] * m_splitDepth[c + 1]; } if (MyRender11.Settings.FreezeCascade[c]) { // draw cascade bounding primtiive if (VisualizeDebug) { var invView = Matrix.Invert(m_oldView); Vector3.Transform(frustumVerticesWS, ref invView, frustumVerticesWS); var batch = MyLinesRenderer.CreateBatch(); batch.Add6FacedConvex(frustumVerticesWS, Color.Blue); var bs = BoundingSphere.CreateFromPoints(frustumVerticesWS); var bb = BoundingBox.CreateFromSphere(bs); batch.AddBoundingBox(bb, Color.OrangeRed); batch.Commit(); } continue; } /* * Cascades update scheme: * 0: 1 1 1 1 * 1: 1 0 1 0 * 2: 0 1 0 0 * 3: 0 0 0 1 */ bool skipCascade1 = c == 1 && (MyCommon.FrameCounter % 2) != 0; bool skipCascade2 = c == 2 && (MyCommon.FrameCounter % 4) != 1; bool skipCascade3 = c == 3 && (MyCommon.FrameCounter % 4) != 3; // if (skipCascade1 || skipCascade2 || skipCascade3) { if (!MyRender11.Settings.UpdateCascadesEveryFrame) { continue; } } Vector3.Transform(frustumVerticesWS, ref MyEnvironment.InvView, frustumVerticesWS); var bSphere = BoundingSphere.CreateFromPoints(frustumVerticesWS); if (stabilize) { bSphere.Center = bSphere.Center.Round(); bSphere.Radius = (float)Math.Ceiling(bSphere.Radius); } var offset = bSphere.Radius + cascadesNearClip + backOffset; var shadowCameraPosWS = bSphere.Center + CascadeLightDirection[c] * (bSphere.Radius + cascadesNearClip); var lightView = VRageMath.Matrix.CreateLookAt(shadowCameraPosWS, shadowCameraPosWS - CascadeLightDirection[c], Math.Abs(Vector3.UnitY.Dot(CascadeLightDirection[c])) < 0.99f ? Vector3.UnitY : Vector3.UnitX); Vector3 vMin = new Vector3(-bSphere.Radius, -bSphere.Radius, cascadesNearClip); Vector3 vMax = new Vector3(bSphere.Radius, bSphere.Radius, offset + bSphere.Radius); var cascadeProjection = Matrix.CreateOrthographicOffCenter(vMin.X, vMax.X, vMin.Y, vMax.Y, vMax.Z, vMin.Z); cascadesMatrices[c] = lightView * cascadeProjection; var transformed = Vector3.Transform(Vector3.Zero, ref cascadesMatrices[c]) * shadowmapSize / 2; var smOffset = (transformed.Round() - transformed) * 2 / shadowmapSize; // stabilize 1st cascade only if (stabilize) { cascadeProjection.M41 += smOffset.X; cascadeProjection.M42 += smOffset.Y; cascadesMatrices[c] = lightView * cascadeProjection; } var inverseCascadeMatrix = Matrix.Invert(cascadesMatrices[c]); var corner0 = Vector3.Transform(Vector3.Transform(new Vector3(-1, -1, 0), inverseCascadeMatrix), globalMatrix); var corner1 = Vector3.Transform(Vector3.Transform(new Vector3(1, 1, 1), inverseCascadeMatrix), globalMatrix); var d = corner1 - corner0; var cascadeScale = 1f / (corner1 - corner0); m_cascadeScale[c] = new Vector4(cascadeScale, 0); var query = new MyShadowmapQuery(); query.DepthBuffer = m_cascadeShadowmapArray.SubresourceDsv(c); query.Viewport = new MyViewport(shadowmapSize, shadowmapSize); m_cascadeInfo[c].WorldCameraOffsetPosition = MyEnvironment.CameraPosition; m_cascadeInfo[c].WorldToProjection = cascadesMatrices[c]; // todo: skip translation, recalculate matrix in local space, keep world space matrix only for bounding frustum m_cascadeInfo[c].LocalToProjection = Matrix.CreateTranslation(MyEnvironment.CameraPosition) * cascadesMatrices[c]; query.ProjectionInfo = m_cascadeInfo[c]; query.ProjectionDir = CascadeLightDirection[c]; query.ProjectionFactor = shadowmapSize * shadowmapSize / (bSphere.Radius * bSphere.Radius * 4); if (c == 0) { query.QueryType = MyFrustumEnum.Cascade0; } if (c == 1) { query.QueryType = MyFrustumEnum.Cascade1; } if (c == 2) { query.QueryType = MyFrustumEnum.Cascade2; } if (c == 3) { query.QueryType = MyFrustumEnum.Cascade3; } m_shadowmapQueries.Add(query); } if (true) { var verticesWS = new Vector3[8]; var batch = MyLinesRenderer.CreateBatch(); var cascadeColor = new[] { Color.Red, Color.Green, Color.Blue, Color.Yellow }; for (int c = 0; c < m_cascadesNum; c++) { if (MyRender11.Settings.FreezeCascade[c]) { if (VisualizeDebug) { var inverseViewProj = Matrix.Invert(cascadesMatrices[c]); Vector3.Transform(m_cornersCS, ref inverseViewProj, verticesWS); for (int i = 0; i < verticesWS.Length; i++) { verticesWS[i] += MyEnvironment.CameraPosition; } MyPrimitivesRenderer.Draw6FacedConvex(verticesWS, cascadeColor[c], 0.2f); batch.Add6FacedConvex(verticesWS, Color.Pink); } } } batch.Commit(); } var mapping = MyMapping.MapDiscard(m_csmConstants); for (int c = 0; c < m_cascadesNum; c++) { mapping.stream.Write(Matrix.Transpose(m_cascadeInfo[c].CurrentLocalToProjection * MyMatrixHelpers.ClipspaceToTexture)); } for (int i = m_cascadesNum; i < 8; i++) { mapping.stream.Write(Matrix.Zero); } for (int i = 0; i < m_splitDepth.Length; i++) { mapping.stream.Write(m_splitDepth[i]); } for (int i = m_splitDepth.Length; i < 8; i++) { mapping.stream.Write(0.0f); } for (int i = 0; i < 4; i++) { mapping.stream.Write(m_cascadeScale[i] / m_cascadeScale[0]); } mapping.Unmap(); }
private static void DrawScene() { AddDebugQueueMessage("Frame render start"); MyGpuProfiler.IC_BeginBlock("UpdateSceneFrame"); UpdateSceneFrame(); MyGpuProfiler.IC_EndBlock(); MyGpuProfiler.IC_BeginBlock("Clear"); MyGBuffer.Main.Clear(VRageMath.Color.Black); MyGpuProfiler.IC_EndBlock(); if (MyOpenVR.Static != null) { ProfilerShort.Begin("OpenVR.WaitForNextStart"); MyOpenVR.WaitForNextStart(); ProfilerShort.End(); } IBorrowedRtvTexture debugAmbientOcclusion; // TODO: Think of another way to get this texture to the DebugRenderer... ProfilerShort.Begin("DrawGameScene"); DrawGameScene(Backbuffer, out debugAmbientOcclusion); ProfilerShort.End(); if (MyOpenVR.Static != null) { ProfilerShort.Begin("OpenVR.DisplayEye"); MyGpuProfiler.IC_BeginBlock("OpenVR.DisplayEye"); MyGBuffer.Main.Clear(VRageMath.Color.Black);//image is in HMD now, lets draw the rest for overlay MyOpenVR.Static.DisplayEye(MyRender11.Backbuffer.Resource.NativePointer); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); } ProfilerShort.Begin("Draw scene debug"); MyGpuProfiler.IC_BeginBlock("Draw scene debug"); DrawSceneDebug(); ProfilerShort.End(); ProfilerShort.Begin("ProcessDebugMessages"); ProcessDebugMessages(); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); ProfilerShort.Begin("MyDebugRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyDebugRenderer.Draw"); MyDebugRenderer.Draw(MyRender11.Backbuffer, debugAmbientOcclusion); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); debugAmbientOcclusion.Release(); ProfilerShort.Begin("MyPrimitivesRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyPrimitivesRenderer.Draw"); MyPrimitivesRenderer.Draw(MyRender11.Backbuffer); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); ProfilerShort.Begin("MyLinesRenderer.Draw"); MyGpuProfiler.IC_BeginBlock("MyLinesRenderer.Draw"); MyLinesRenderer.Draw(MyRender11.Backbuffer); MyGpuProfiler.IC_EndBlock(); ProfilerShort.End(); if (m_screenshot.HasValue && m_screenshot.Value.IgnoreSprites) { ProfilerShort.Begin("Screenshot"); if (m_screenshot.Value.SizeMult == Vector2.One) { SaveScreenshotFromResource(Backbuffer); } else { TakeCustomSizedScreenshot(m_screenshot.Value.SizeMult); } ProfilerShort.End(); } ProfilerShort.Begin("ProcessDebugOutput"); AddDebugQueueMessage("Frame render end"); ProcessDebugOutput(); ProfilerShort.End(); }
static void PrepareCascades() { MyImmediateRC.RC.BeginProfilingBlock("PrepareCascades"); MyImmediateRC.RC.Context.CopyResource(m_cascadeShadowmapArray.Resource, m_cascadeShadowmapBackup.Resource); bool stabilize = true; const float DirectionDifferenceThreshold = 0.02f; for (int cascadeIndex = 0; cascadeIndex < m_initializedShadowCascadesCount; ++cascadeIndex) { ++m_shadowCascadeFramesSinceUpdate[cascadeIndex]; if (m_shadowCascadeFramesSinceUpdate[cascadeIndex] > cascadeIndex * 60 || MyEnvironment.DirectionalLightDir.Dot(m_shadowCascadeLightDirections[cascadeIndex]) < (1 - DirectionDifferenceThreshold)) { m_shadowCascadeLightDirections[cascadeIndex] = MyEnvironment.DirectionalLightDir; m_shadowCascadeFramesSinceUpdate[cascadeIndex] = 0; } } var globalMatrix = CreateGlobalMatrix(); MatrixD[] cascadesMatrices = new MatrixD[8]; var cascadeFrozen = MyRender11.Settings.ShadowCascadeFrozen.Any(x => x == true); if (!cascadeFrozen) { m_oldView = MyEnvironment.View; } float cascadesNearClip = 1f; float cascadesFarClip = MyRender11.RenderSettings.ShadowQuality.ShadowCascadeSplit(m_initializedShadowCascadesCount); float backOffset = MyRender11.RenderSettings.ShadowQuality.BackOffset(); float shadowmapSize = MyRender11.RenderSettings.ShadowQuality.ShadowCascadeResolution(); var oldCascadeSplit = 0.0f; bool useFarShadows = MyRenderProxy.Settings.FarShadowDistanceOverride > MyRender11.Settings.ShadowCascadeMaxDistance; if (useFarShadows) { oldCascadeSplit = MyRender11.Settings.ShadowCascadeMaxDistance; MyRender11.Settings.ShadowCascadeMaxDistance = MyRenderProxy.Settings.FarShadowDistanceOverride; } for (int cascadeIndex = 0; cascadeIndex < ShadowCascadeSplitDepths.Length; ++cascadeIndex) { ShadowCascadeSplitDepths[cascadeIndex] = MyRender11.RenderSettings.ShadowQuality.ShadowCascadeSplit(cascadeIndex); } if (useFarShadows) { MyRender11.Settings.ShadowCascadeMaxDistance = oldCascadeSplit; } double unitWidth = 1.0 / MyEnvironment.Projection.M11; double unitHeight = 1.0 / MyEnvironment.Projection.M22; var vertices = new Vector3D[] { new Vector3D(-unitWidth, -unitHeight, -1), new Vector3D(-unitWidth, unitHeight, -1), new Vector3D(unitWidth, unitHeight, -1), new Vector3D(unitWidth, -unitHeight, -1), }; var frustumVerticesWS = new Vector3D[8]; for (int cascadeIndex = 0; cascadeIndex < m_initializedShadowCascadesCount; ++cascadeIndex) { for (int i = 0; i < 4; i++) { frustumVerticesWS[i] = vertices[i] * ShadowCascadeSplitDepths[cascadeIndex]; frustumVerticesWS[i + 4] = vertices[i] * ShadowCascadeSplitDepths[cascadeIndex + 1]; } if (MyRender11.Settings.ShadowCascadeFrozen[cascadeIndex]) { // draw cascade bounding primtiive if (VisualizeDebug) { var oldInvView = MatrixD.Invert(m_oldView); Vector3D.Transform(frustumVerticesWS, ref oldInvView, frustumVerticesWS); var verticesF = new Vector3[8]; for (int i = 0; i < 8; i++) { verticesF[i] = frustumVerticesWS[i]; } var batch = MyLinesRenderer.CreateBatch(); batch.Add6FacedConvex(verticesF, Color.Blue); var bs = BoundingSphere.CreateFromPoints(verticesF); var bb = BoundingBox.CreateFromSphere(bs); batch.AddBoundingBox(bb, Color.OrangeRed); batch.Commit(); } continue; } /* * Cascades update scheme: * 1 2 3 4 5 6 7 * 0: 1 1 1 1 1 1 1 * 1: 1 0 1 0 1 0 1 * 2: 0 1 0 0 1 0 0 * 3: 0 0 0 1 0 0 0 * 4: 0 0 0 0 0 1 0 * 5: 0 0 0 0 0 0 1 */ bool skipCascade = false; // TODO: properly bool skipCascade1 = cascadeIndex == 1 && (MyCommon.FrameCounter % 2) != 0; bool skipCascade2 = cascadeIndex == 2 && (MyCommon.FrameCounter % 4) != 1; bool skipCascade3 = cascadeIndex == 3 && (MyCommon.FrameCounter % 4) != 3; bool skipCascade4 = cascadeIndex == 4 && (MyCommon.FrameCounter % 8) != 5; bool skipCascade5 = cascadeIndex == 5 && (MyCommon.FrameCounter % 8) != 7; skipCascade = skipCascade1 || skipCascade2 || skipCascade3 || skipCascade4 || skipCascade5; // if (skipCascade && !MyRender11.Settings.UpdateCascadesEveryFrame) { continue; } MatrixD invView = MyEnvironment.InvView; Vector3D.Transform(frustumVerticesWS, ref invView, frustumVerticesWS); var bSphere = BoundingSphereD.CreateFromPoints((IEnumerable <Vector3D>)frustumVerticesWS); if (stabilize) { bSphere.Center = bSphere.Center.Round(); bSphere.Radius = Math.Ceiling(bSphere.Radius); } var shadowCameraPosWS = bSphere.Center + m_shadowCascadeLightDirections[cascadeIndex] * (bSphere.Radius + cascadesNearClip); var lightView = VRageMath.MatrixD.CreateLookAt(shadowCameraPosWS, shadowCameraPosWS - m_shadowCascadeLightDirections[cascadeIndex], Math.Abs(Vector3.UnitY.Dot(m_shadowCascadeLightDirections[cascadeIndex])) < 0.99f ? Vector3.UnitY : Vector3.UnitX); var longestShadow = MyRenderProxy.Settings.LongShadowFactor; var offset = bSphere.Radius + cascadesNearClip + backOffset + (longestShadow < 0 ? 0.0 : longestShadow); Vector3D vMin = new Vector3D(-bSphere.Radius, -bSphere.Radius, cascadesNearClip); Vector3D vMax = new Vector3D(bSphere.Radius, bSphere.Radius, offset + bSphere.Radius); var cascadeProjection = MatrixD.CreateOrthographicOffCenter(vMin.X, vMax.X, vMin.Y, vMax.Y, vMax.Z, vMin.Z); cascadesMatrices[cascadeIndex] = lightView * cascadeProjection; var transformed = Vector3D.Transform(Vector3D.Zero, cascadesMatrices[cascadeIndex]) * shadowmapSize / 2; var smOffset = (transformed.Round() - transformed) * 2 / shadowmapSize; // stabilize 1st cascade only if (stabilize) { cascadeProjection.M41 += smOffset.X; cascadeProjection.M42 += smOffset.Y; cascadesMatrices[cascadeIndex] = lightView * cascadeProjection; } var inverseCascadeMatrix = MatrixD.Invert(cascadesMatrices[cascadeIndex]); var corner0 = Vector3D.Transform(Vector3D.Transform(new Vector3D(-1, -1, 0), inverseCascadeMatrix), globalMatrix); var corner1 = Vector3D.Transform(Vector3D.Transform(new Vector3D(1, 1, 1), inverseCascadeMatrix), globalMatrix); var d = corner1 - corner0; var cascadeScale = 1f / (corner1 - corner0); ShadowCascadeScales[cascadeIndex] = new Vector4D(cascadeScale, 0); var query = new MyShadowmapQuery(); query.DepthBuffer = m_cascadeShadowmapArray.SubresourceDsv(cascadeIndex); query.Viewport = new MyViewport(shadowmapSize, shadowmapSize); m_cascadeInfo[cascadeIndex].WorldCameraOffsetPosition = MyEnvironment.CameraPosition; m_cascadeInfo[cascadeIndex].WorldToProjection = cascadesMatrices[cascadeIndex]; // todo: skip translation, recalculate matrix in local space, keep world space matrix only for bounding frustum m_cascadeInfo[cascadeIndex].LocalToProjection = Matrix.CreateTranslation(MyEnvironment.CameraPosition) * cascadesMatrices[cascadeIndex]; query.ProjectionInfo = m_cascadeInfo[cascadeIndex]; query.ProjectionDir = m_shadowCascadeLightDirections[cascadeIndex]; query.ProjectionFactor = (float)(shadowmapSize * shadowmapSize / (bSphere.Radius * bSphere.Radius * 4)); query.QueryType = MyFrustumEnum.ShadowCascade; query.CascadeIndex = cascadeIndex; m_shadowmapQueries.Add(query); } if (true) { var verticesWS = new Vector3D[8]; var batch = MyLinesRenderer.CreateBatch(); var cascadeColor = new[] { Color.Red, Color.Green, Color.Blue, Color.Yellow }; for (int c = 0; c < m_initializedShadowCascadesCount; c++) { if (MyRender11.Settings.ShadowCascadeFrozen[c]) { if (VisualizeDebug) { var inverseViewProj = MatrixD.Invert(cascadesMatrices[c]); Vector3D.Transform(m_cornersCS, ref inverseViewProj, verticesWS); for (int i = 0; i < verticesWS.Length; i++) { verticesWS[i] += MyEnvironment.CameraPosition; } var verticesF = new Vector3[8]; for (int i = 0; i < 8; i++) { verticesF[i] = verticesWS[i]; } MyPrimitivesRenderer.Draw6FacedConvex(verticesF, cascadeColor[c], 0.2f); batch.Add6FacedConvex(verticesF, Color.Pink); } } } batch.Commit(); } var mapping = MyMapping.MapDiscard(m_csmConstants); for (int c = 0; c < m_initializedShadowCascadesCount; c++) { mapping.stream.Write(Matrix.Transpose(m_cascadeInfo[c].CurrentLocalToProjection * MyMatrixHelpers.ClipspaceToTexture)); } for (int i = m_initializedShadowCascadesCount; i < 8; i++) { mapping.stream.Write(Matrix.Zero); } for (int i = 0; i < ShadowCascadeSplitDepths.Length; i++) { mapping.stream.Write(ShadowCascadeSplitDepths[i]); } for (int i = ShadowCascadeSplitDepths.Length; i < 8; i++) { mapping.stream.Write(0.0f); } for (int i = 0; i < m_initializedShadowCascadesCount; i++) { mapping.stream.Write(ShadowCascadeScales[i] / ShadowCascadeScales[0]); } mapping.Unmap(); MyImmediateRC.RC.EndProfilingBlock(); }