Exemplo n.º 1
0
        public async System.Threading.Tasks.Task <bool> Init(CRenderContext RHICtx)
        {
            await Thread.AsyncDummyClass.DummyFunc();

            if (mSE_CSMMobile == null)
            {
                mSE_CSMMobile = CEngine.Instance.ShadingEnvManager.GetGfxShadingEnv <CGfxSE_SSM>();
            }

            if (mSE_CSMMobile == null)
            {
                return(false);
            }

            mWholeReslutionX = mResolutionX * mCsmNum;
            mWholeReslutionY = mResolutionY;

            CGfxSceneViewInfo ShadowMapViewInfo = new CGfxSceneViewInfo();

            ShadowMapViewInfo.mUseDSV = true;
            ShadowMapViewInfo.Width   = mWholeReslutionX;
            ShadowMapViewInfo.Height  = mWholeReslutionY;
            ShadowMapViewInfo.mDSVDesc.Init();
            ShadowMapViewInfo.mDSVDesc.Format = EngineNS.EPixelFormat.PXF_D16_UNORM;
            ShadowMapViewInfo.mDSVDesc.Width  = mWholeReslutionX;
            ShadowMapViewInfo.mDSVDesc.Height = mWholeReslutionY;
            mShadowMapView = new CGfxSceneView();
            if (false == mShadowMapView.Init(RHICtx, null, ShadowMapViewInfo))
            {
                return(false);
            }

            mRenderPassDesc_CSM = new CRenderPassDesc[4];
            FrameBufferClearColor TempClearColor = new FrameBufferClearColor();

            TempClearColor.r = 1.0f;
            TempClearColor.g = 1.0f;
            TempClearColor.b = 1.0f;
            TempClearColor.a = 1.0f;
            mRenderPassDesc_CSM[0].mFBLoadAction_Color    = FrameBufferLoadAction.LoadActionClear;
            mRenderPassDesc_CSM[0].mFBStoreAction_Color   = FrameBufferStoreAction.StoreActionStore;
            mRenderPassDesc_CSM[0].mFBClearColorRT0       = TempClearColor;
            mRenderPassDesc_CSM[0].mFBLoadAction_Depth    = FrameBufferLoadAction.LoadActionClear;
            mRenderPassDesc_CSM[0].mFBStoreAction_Depth   = FrameBufferStoreAction.StoreActionStore;
            mRenderPassDesc_CSM[0].mDepthClearValue       = 1.0f;
            mRenderPassDesc_CSM[0].mFBLoadAction_Stencil  = FrameBufferLoadAction.LoadActionClear;
            mRenderPassDesc_CSM[0].mFBStoreAction_Stencil = FrameBufferStoreAction.StoreActionStore;
            mRenderPassDesc_CSM[0].mStencilClearValue     = 0u;

            for (UInt32 RPDIdx = 1; RPDIdx < 4; RPDIdx++)
            {
                mRenderPassDesc_CSM[RPDIdx].mFBLoadAction_Color    = FrameBufferLoadAction.LoadActionLoad;
                mRenderPassDesc_CSM[RPDIdx].mFBStoreAction_Color   = FrameBufferStoreAction.StoreActionStore;
                mRenderPassDesc_CSM[RPDIdx].mFBClearColorRT0       = TempClearColor;
                mRenderPassDesc_CSM[RPDIdx].mFBLoadAction_Depth    = FrameBufferLoadAction.LoadActionLoad;
                mRenderPassDesc_CSM[RPDIdx].mFBStoreAction_Depth   = FrameBufferStoreAction.StoreActionStore;
                mRenderPassDesc_CSM[RPDIdx].mDepthClearValue       = 1.0f;
                mRenderPassDesc_CSM[RPDIdx].mFBLoadAction_Stencil  = FrameBufferLoadAction.LoadActionLoad;
                mRenderPassDesc_CSM[RPDIdx].mFBStoreAction_Stencil = FrameBufferStoreAction.StoreActionStore;
                mRenderPassDesc_CSM[RPDIdx].mStencilClearValue     = 0u;
            }

            mShadowCameraArray = new CGfxCamera[4];
            for (UInt32 CamIdx = 0; CamIdx < 4; CamIdx++)
            {
                mShadowCameraArray[CamIdx] = new CGfxCamera();
                if (mShadowCameraArray[CamIdx].Init(RHICtx, false) == false)
                {
                    return(false);
                }
            }

            mShadowMapView.ResizeViewport(mBorderSize, mBorderSize, mInnerResolutionY, mInnerResolutionY);

            mShadowMapSizeAndRcp.X = mWholeReslutionX;
            mShadowMapSizeAndRcp.Y = mWholeReslutionY;
            mShadowMapSizeAndRcp.Z = 1.0f / mWholeReslutionX;
            mShadowMapSizeAndRcp.W = 1.0f / mWholeReslutionY;

            if (CEngine.Instance.RenderSystem.RHIType == ERHIType.RHT_OGL)
            {
                //gles;
                mOrtho2UVMtx.M11 = 0.5f;
                mOrtho2UVMtx.M22 = 0.5f;
                mOrtho2UVMtx.M33 = 0.5f;
                mOrtho2UVMtx.M44 = 1.0f;
                mOrtho2UVMtx.M41 = 0.5f;
                mOrtho2UVMtx.M42 = 0.5f;
                mOrtho2UVMtx.M43 = 0.5f;
            }
            else
            {
                // D3D
                mOrtho2UVMtx.M11 = 0.5f;
                mOrtho2UVMtx.M22 = -0.5f;
                mOrtho2UVMtx.M33 = 1.0f;
                mOrtho2UVMtx.M44 = 1.0f;
                mOrtho2UVMtx.M41 = 0.5f;
                mOrtho2UVMtx.M42 = 0.5f;
            }

            for (UInt32 UVAdjustIdx = 0; UVAdjustIdx < mCsmNum; UVAdjustIdx++)
            {
                mUVAdjustedMtxArray[UVAdjustIdx].M11 = (float)mInnerResolutionX / (float)mWholeReslutionX;
                mUVAdjustedMtxArray[UVAdjustIdx].M22 = (float)mInnerResolutionY / (float)mWholeReslutionY;
                mUVAdjustedMtxArray[UVAdjustIdx].M33 = 1.0f;
                mUVAdjustedMtxArray[UVAdjustIdx].M44 = 1.0f;
                mUVAdjustedMtxArray[UVAdjustIdx].M41 = (float)(mResolutionX * UVAdjustIdx + mBorderSize) / (float)mWholeReslutionX;
                mUVAdjustedMtxArray[UVAdjustIdx].M42 = (float)mBorderSize / (float)mWholeReslutionY;
            }

            mCsmDistanceArray[0] = mShadowDistance * 0.08f;
            mCsmDistanceArray[1] = mShadowDistance * 0.15f;
            mCsmDistanceArray[2] = mShadowDistance * 0.30f;
            mCsmDistanceArray[3] = mShadowDistance * 0.47f;

            mSumDistanceFarArray[0] = mCsmDistanceArray[0];
            mSumDistanceFarArray[1] = mCsmDistanceArray[0] + mCsmDistanceArray[1];
            mSumDistanceFarArray[2] = mCsmDistanceArray[0] + mCsmDistanceArray[1] + mCsmDistanceArray[2];
            mSumDistanceFarArray[3] = mCsmDistanceArray[0] + mCsmDistanceArray[1] + mCsmDistanceArray[2] + mCsmDistanceArray[3];

            mSumDistanceFarVec.X = mSumDistanceFarArray[0];
            mSumDistanceFarVec.Y = mSumDistanceFarArray[1];
            mSumDistanceFarVec.Z = mSumDistanceFarArray[2];
            mSumDistanceFarVec.W = mSumDistanceFarArray[3];

            return(true);
        }
Exemplo n.º 2
0
        public async System.Threading.Tasks.Task <bool> Init(CRenderContext RHICtx)
        {
            await Thread.AsyncDummyClass.DummyFunc();

            if (mSE_SSM == null)
            {
                mSE_SSM = CEngine.Instance.ShadingEnvManager.GetGfxShadingEnv <CGfxSE_SSM>();
            }

            if (mSE_SSM == null)
            {
                return(false);
            }

            CGfxSceneViewInfo ShadowMapViewInfo = new CGfxSceneViewInfo();

            ShadowMapViewInfo.mUseDSV = true;
            ShadowMapViewInfo.Width   = mResolutionX;
            ShadowMapViewInfo.Height  = mResolutionY;
            // TODO��OpenGL ES���ʹ�� D24S8��ʽ�� ����depth texture�Ľ����Զ��0�� D16��D32��ʽ����ȷ�ġ�
            ShadowMapViewInfo.mDSVDesc.Init();
            ShadowMapViewInfo.mDSVDesc.Format = EngineNS.EPixelFormat.PXF_D16_UNORM;
            //ShadowMapViewInfo.mDSVDesc.Format = EngineNS.EPixelFormat.PXF_D32_FLOAT;
            //ShadowMapViewInfo.mDSVDesc.Format = EngineNS.EPixelFormat.PXF_D24_UNORM_S8_UINT;
            ShadowMapViewInfo.mDSVDesc.Width  = mResolutionX;
            ShadowMapViewInfo.mDSVDesc.Height = mResolutionY;

            //CRenderTargetViewDesc rtDesc0 = new CRenderTargetViewDesc();
            //rtDesc0.Init();
            //rtDesc0.Format = EPixelFormat.PXF_R8G8B8A8_UNORM;
            //rtDesc0.Width = mResolutionX;
            //rtDesc0.Height = mResolutionY;
            //ShadowMapViewInfo.mRTVDescArray.Add(rtDesc0);

            mShadowMapView = new CGfxSceneView();
            if (false == mShadowMapView.Init(RHICtx, null, ShadowMapViewInfo))
            {
                return(false);
            }

            mRenderPassDesc_SSM = new CRenderPassDesc();
            FrameBufferClearColor TempClearColor = new FrameBufferClearColor();

            TempClearColor.r = 1.0f;
            TempClearColor.g = 1.0f;
            TempClearColor.b = 1.0f;
            TempClearColor.a = 1.0f;
            mRenderPassDesc_SSM.mFBLoadAction_Color    = FrameBufferLoadAction.LoadActionClear;
            mRenderPassDesc_SSM.mFBStoreAction_Color   = FrameBufferStoreAction.StoreActionStore;
            mRenderPassDesc_SSM.mFBClearColorRT0       = TempClearColor;
            mRenderPassDesc_SSM.mFBLoadAction_Depth    = FrameBufferLoadAction.LoadActionClear;
            mRenderPassDesc_SSM.mFBStoreAction_Depth   = FrameBufferStoreAction.StoreActionStore;
            mRenderPassDesc_SSM.mDepthClearValue       = 1.0f;
            mRenderPassDesc_SSM.mFBLoadAction_Stencil  = FrameBufferLoadAction.LoadActionClear;
            mRenderPassDesc_SSM.mFBStoreAction_Stencil = FrameBufferStoreAction.StoreActionStore;
            mRenderPassDesc_SSM.mStencilClearValue     = 0u;

            mShadowCamera = new CGfxCamera();
            if (mShadowCamera.Init(RHICtx, false) == false)
            {
                return(false);
            }
            //mShadowCamera.SetSceneView(RHICtx, mShadowMapView);

            mShadowMapView.ResizeViewport(mBorderSize, mBorderSize, mInnerResolutionY, mInnerResolutionY);

            mShadowMapSizeAndRcp.X = mResolutionX;
            mShadowMapSizeAndRcp.Y = mResolutionY;
            mShadowMapSizeAndRcp.Z = 1.0f / mResolutionX;
            mShadowMapSizeAndRcp.W = 1.0f / mResolutionY;

            //// OpenGL
            //mOrtho2UVMtx.M11 = 0.5f;
            //mOrtho2UVMtx.M22 = 0.5f;
            //mOrtho2UVMtx.M33 = 0.5f;
            //mOrtho2UVMtx.M41 = 0.5f;
            //mOrtho2UVMtx.M42 = 0.5f;
            //mOrtho2UVMtx.M43 = 0.5f;
            //mOrtho2UVMtx.M44 = 1.0f;

            if (CEngine.Instance.RenderSystem.RHIType == ERHIType.RHT_OGL)
            {
                //gles;
                mOrtho2UVMtx.M11 = 0.5f;
                mOrtho2UVMtx.M22 = 0.5f;
                mOrtho2UVMtx.M33 = 0.5f;
                mOrtho2UVMtx.M44 = 1.0f;
                mOrtho2UVMtx.M41 = 0.5f;
                mOrtho2UVMtx.M42 = 0.5f;
                mOrtho2UVMtx.M43 = 0.5f;
            }
            else
            {
                // D3D
                mOrtho2UVMtx.M11 = 0.5f;
                mOrtho2UVMtx.M22 = -0.5f;
                mOrtho2UVMtx.M33 = 1.0f;
                mOrtho2UVMtx.M44 = 1.0f;
                mOrtho2UVMtx.M41 = 0.5f;
                mOrtho2UVMtx.M42 = 0.5f;
            }


            return(true);
        }