public PostProcessor(Device device, ShaderCache shaderCache, Size2 size)
    {
        ResultTexture = new Texture2D(device, new Texture2DDescription()
        {
            Format            = ColorFormat,
            Width             = size.Width,
            Height            = size.Height,
            ArraySize         = 1,
            SampleDescription = new SampleDescription(1, 0),
            MipLevels         = 1,
            Usage             = ResourceUsage.Default,
            BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource
        });
        ResultTargetView = new RenderTargetView(device, ResultTexture);
        ResultSourceView = new ShaderResourceView(device, ResultTexture);

        constantsBuffer = new ConstantBufferManager <PostProcessorConstants>(device);

        StateDescriptions postProcessingStateDesc = StateDescriptions.Common.Clone();

        postProcessingStateDesc.rasterizer.CullMode = CullMode.None;
        postProcessingStates = new States(device, postProcessingStateDesc);

        fullScreenVertexShader = shaderCache.GetVertexShader <RenderPassController>("game/rendering/FullScreenVertexShader");
        postProcessingShader   = shaderCache.GetPixelShader <RenderPassController>("game/rendering/postprocess/PostProcessingShader");
    }
Exemplo n.º 2
0
    public RenderPassController(Device device, ShaderCache shaderCache, Size2 targetSize)
    {
        this.viewport = new Viewport(
            0, 0,
            targetSize.Width, targetSize.Height,
            0.0f, 1.0f);

        standardTarget = new StandardTarget(device, targetSize);
        oitBlendTarget = new OitBlendTarget(device, shaderCache, targetSize);
        postProcessor  = new PostProcessor(device, shaderCache, targetSize);

        StateDescriptions opaquePassStateDesc = StateDescriptions.Common.Clone();

        opaquePassStateDesc.rasterizer.IsMultisampleEnabled = true;
        opaquePassStateDesc.rasterizer.CullMode             = CullMode.Back;
        this.oneSidedOpaquePassStates           = new States(device, opaquePassStateDesc);
        opaquePassStateDesc.rasterizer.CullMode = CullMode.None;
        this.twoSidedOpaquePassStates           = new States(device, opaquePassStateDesc);

        StateDescriptions backToFrontTransparencyPassStateDesc = StateDescriptions.Common.Clone();

        backToFrontTransparencyPassStateDesc.rasterizer.IsMultisampleEnabled        = true;
        backToFrontTransparencyPassStateDesc.depthStencil.DepthWriteMask            = DepthWriteMask.Zero;
        backToFrontTransparencyPassStateDesc.blend.RenderTarget[0].IsBlendEnabled   = true;
        backToFrontTransparencyPassStateDesc.blend.RenderTarget[0].SourceBlend      = BlendOption.One;
        backToFrontTransparencyPassStateDesc.blend.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
        backToFrontTransparencyPassStateDesc.rasterizer.CullMode = CullMode.Front;
        this.backToFrontTransparencyBackFacesPassStates          = new States(device, backToFrontTransparencyPassStateDesc);
        backToFrontTransparencyPassStateDesc.rasterizer.CullMode = CullMode.Back;
        this.backToFrontTransparencyFrontFacesPassStates         = new States(device, backToFrontTransparencyPassStateDesc);
        backToFrontTransparencyPassStateDesc.rasterizer.CullMode = CullMode.None;
        this.backToFrontTransparencyAllFacesPassStates           = new States(device, backToFrontTransparencyPassStateDesc);

        StateDescriptions unorderedTransparencyStateDesc = StateDescriptions.Common.Clone();

        unorderedTransparencyStateDesc.rasterizer.IsMultisampleEnabled             = false;
        unorderedTransparencyStateDesc.rasterizer.CullMode                         = CullMode.None;
        unorderedTransparencyStateDesc.depthStencil.DepthWriteMask                 = DepthWriteMask.Zero;
        unorderedTransparencyStateDesc.blend.IndependentBlendEnable                = true;
        unorderedTransparencyStateDesc.blend.RenderTarget[0].IsBlendEnabled        = true;
        unorderedTransparencyStateDesc.blend.RenderTarget[0].SourceBlend           = BlendOption.One;
        unorderedTransparencyStateDesc.blend.RenderTarget[0].SourceAlphaBlend      = BlendOption.One;
        unorderedTransparencyStateDesc.blend.RenderTarget[0].DestinationBlend      = BlendOption.One;
        unorderedTransparencyStateDesc.blend.RenderTarget[0].DestinationAlphaBlend = BlendOption.One;
        unorderedTransparencyStateDesc.blend.RenderTarget[1].IsBlendEnabled        = true;
        unorderedTransparencyStateDesc.blend.RenderTarget[1].SourceBlend           = BlendOption.Zero;
        unorderedTransparencyStateDesc.blend.RenderTarget[1].SourceAlphaBlend      = BlendOption.Zero;
        unorderedTransparencyStateDesc.blend.RenderTarget[1].DestinationBlend      = BlendOption.InverseSourceAlpha;
        unorderedTransparencyStateDesc.blend.RenderTarget[1].DestinationAlphaBlend = BlendOption.InverseSourceAlpha;
        this.unorderedTransparencyPassStates = new States(device, unorderedTransparencyStateDesc);
    }
    public FaceTransparencyProcessor(Device device, ShaderCache shaderCache, Figure figure, SurfaceProperties surfaceProperties)
    {
        this.device            = device;
        this.figure            = figure;
        this.surfaceProperties = surfaceProperties;

        faceCount          = figure.Geometry.Faces.Length;
        faceTransparencies = new float[faceCount];

        var vertexShaderAndBytecode = shaderCache.GetVertexShader <TextureMaskRenderer>("occlusion/facetransparency/TransparencyCounting");

        inputLayout  = new InputLayout(device, vertexShaderAndBytecode.Bytecode, MeshBuffers.InputElements);
        vertexShader = vertexShaderAndBytecode;

        addingPixelShader = shaderCache.GetPixelShader <TextureMaskRenderer>("occlusion/facetransparency/TransparencyCounting_Add");
        maxingPixelShader = shaderCache.GetPixelShader <TextureMaskRenderer>("occlusion/facetransparency/TransparencyCounting_Max");

        var statesDesc = StateDescriptions.Default();

        statesDesc.rasterizer.CullMode = CullMode.None;
        states = new States(device, statesDesc);
    }
    public OitBlendTarget(Device device, ShaderCache shaderCache, Size2 size)
    {
        AccumTexture = new Texture2D(device, new Texture2DDescription {
            Format            = ColorFormat,
            Width             = size.Width,
            Height            = size.Height,
            ArraySize         = 1,
            SampleDescription = new SampleDescription(1, 0),
            MipLevels         = 1,
            Usage             = ResourceUsage.Default,
            BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource
        });
        AccumTargetView   = new RenderTargetView(device, AccumTexture);
        AccumResourceView = new ShaderResourceView(device, AccumTexture);

        RevealageTexture = new Texture2D(device, new Texture2DDescription()
        {
            Format            = RevealageFormat,
            Width             = size.Width,
            Height            = size.Height,
            ArraySize         = 1,
            SampleDescription = new SampleDescription(1, 0),
            MipLevels         = 1,
            Usage             = ResourceUsage.Default,
            BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
            CpuAccessFlags    = CpuAccessFlags.None,
            OptionFlags       = ResourceOptionFlags.None
        });
        RevealageTargetView = new RenderTargetView(device, RevealageTexture);
        RevealageSourceView = new ShaderResourceView(device, RevealageTexture);

        DepthTexture = new Texture2D(device, new Texture2DDescription {
            Format            = DepthTextureFormat,
            Width             = size.Width,
            Height            = size.Height,
            ArraySize         = 1,
            SampleDescription = new SampleDescription(1, 0),
            MipLevels         = 1,
            Usage             = ResourceUsage.Default,
            BindFlags         = BindFlags.DepthStencil | BindFlags.ShaderResource
        });
        DepthTargetView = new DepthStencilView(device, DepthTexture, new DepthStencilViewDescription {
            Format    = DepthTargetFormat,
            Dimension = DepthStencilViewDimension.Texture2D
        });
        DepthSourceView = new ShaderResourceView(device, DepthTexture, new ShaderResourceViewDescription {
            Format    = DepthResourceFormat,
            Dimension = ShaderResourceViewDimension.Texture2D,
            Texture2D = new ShaderResourceViewDescription.Texture2DResource {
                MipLevels       = 1,
                MostDetailedMip = 0
            }
        });

        StateDescriptions depthCopyingStateDesc = StateDescriptions.Common.Clone();

        depthCopyingStateDesc.rasterizer.CullMode = CullMode.None;
        depthCopyingStates = new States(device, depthCopyingStateDesc);

        StateDescriptions compositingStateDesc = StateDescriptions.Common.Clone();

        compositingStateDesc.rasterizer.CullMode = CullMode.None;
        compositingStates = new States(device, compositingStateDesc);

        fullScreenVertexShader = shaderCache.GetVertexShader <RenderPassController>("game/rendering/FullScreenVertexShader");
        depthCopyingShader     = shaderCache.GetPixelShader <RenderPassController>("game/rendering/DepthCopyingShader");
        compositingShader      = shaderCache.GetPixelShader <RenderPassController>("game/rendering/UnorderedTransparencyCompositingShader");
    }
Exemplo n.º 5
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 public States(Device device, StateDescriptions description)
 {
     rasterizer   = new RasterizerState(device, description.rasterizer);
     depthStencil = new DepthStencilState(device, description.depthStencil);
     blend        = new BlendState(device, description.blend);
 }