Пример #1
0
        // TODO: Abstract Resource Crreation for Uniforms, Vertex Layouts, Disposing
        override protected void CreateResources()
        {
            RgbaFloat lightColor  = RgbaFloat.LightGrey;
            var       lightLookAt = new Vector4(0, 0, 0, 1);
            var       lightCam    = new OrthographicCamera(35, 35, Light.DEFAULT_POSITION, lightLookAt);

            _sceneRuntimeState.Light = new Light(lightCam, lightColor, 0.1f);
            // string filePath = Path.Combine(AppContext.BaseDirectory, "Models/sphere.obj");
            //string filePath = Path.Combine(AppContext.BaseDirectory, "Models/300_polygon_sphere_100mm.STL");
            // string filePath =  "Models/sphere_centered.obj";
            string filePath = "Models/chinesedragon.dae";

            // string filePath = "Models/Box.dae";
            _model = AssimpLoader.LoadFromFileWithRealtimeMaterial <VertexPositionNormal>(AppContext.BaseDirectory, filePath, VertexPositionNormal.HenzaiType);
            //GeometryUtils.GenerateSphericalTextureCoordinatesFor(_model.meshes[0]);

            /// Uniform 1 - Camera
            _cameraProjViewBuffer = _factory.CreateBuffer(new BufferDescription(Camera.SizeInBytes, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var resourceLayoutElementDescription = new ResourceLayoutElementDescription("projViewWorld", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptions = { resourceLayoutElementDescription };
            var resourceLayoutDescription = new ResourceLayoutDescription(resourceLayoutElementDescriptions);

            BindableResource[] bindableResources = new BindableResource[] { _cameraProjViewBuffer };

            _cameraResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescription);
            var resourceSetDescription = new ResourceSetDescription(_cameraResourceLayout, bindableResources);

            _cameraResourceSet = _factory.CreateResourceSet(resourceSetDescription);

            // Uniform 2 - Material
            _materialBuffer = _factory.CreateBuffer(new BufferDescription(RealtimeMaterial.SizeInBytes, BufferUsage.UniformBuffer));

            var resourceLayoutElementDescriptionMaterial = new ResourceLayoutElementDescription("material", ResourceKind.UniformBuffer, ShaderStages.Fragment);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptionsMaterial = { resourceLayoutElementDescriptionMaterial };
            var resourceLayoutDescriptionMaterial = new ResourceLayoutDescription(resourceLayoutElementDescriptionsMaterial);

            BindableResource[] bindableResourcesMaterial = new BindableResource[] { _materialBuffer };

            _materialResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescriptionMaterial);
            var resourceSetDescriptionMaterial = new ResourceSetDescription(_materialResourceLayout, bindableResourcesMaterial);

            _materialResourceSet = _factory.CreateResourceSet(resourceSetDescriptionMaterial);

            // Uniform 3 - Light
            _lightBuffer = _factory.CreateBuffer(new BufferDescription(Light.SizeInBytes, BufferUsage.UniformBuffer));

            var resourceLayoutElementDescriptionLight = new ResourceLayoutElementDescription("light", ResourceKind.UniformBuffer, ShaderStages.Fragment);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptionsLight = { resourceLayoutElementDescriptionLight };
            var resourceLayoutDescriptionLight = new ResourceLayoutDescription(resourceLayoutElementDescriptionsLight);

            BindableResource[] bindableResourcesLight = new BindableResource[] { _lightBuffer };

            _lightResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescriptionLight);
            var resourceSetDescriptionLight = new ResourceSetDescription(_lightResourceLayout, bindableResourcesLight);

            _lightResourceSet = _factory.CreateResourceSet(resourceSetDescriptionLight);

            for (int i = 0; i < _model.MeshCount; i++)
            {
                var          mesh = _model.GetMesh(i);
                DeviceBuffer vertexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Vertices.LengthUnsigned() * VertexPositionNormal.SizeInBytes, BufferUsage.VertexBuffer));

                DeviceBuffer indexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Indices.LengthUnsigned() * sizeof(ushort), BufferUsage.IndexBuffer));


                _vertexBuffers.Add(vertexBuffer);
                _indexBuffers.Add(indexBuffer);

                GraphicsDevice.UpdateBuffer(vertexBuffer, 0, mesh.Vertices);
                GraphicsDevice.UpdateBuffer(indexBuffer, 0, mesh.Indices);
            }

            VertexLayoutDescription vertexLayout
                = new VertexLayoutDescription(
                      new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                      new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3)
                      //new VertexElementDescription("UV",VertexElementSemantic.TextureCoordinate,VertexElementFormat.Float2)
                      );

            _vertexShader   = IO.LoadShader("Phong", ShaderStages.Vertex, GraphicsDevice);
            _fragmentShader = IO.LoadShader("Phong", ShaderStages.Fragment, GraphicsDevice);

            GraphicsPipelineDescription pipelineDescription = new GraphicsPipelineDescription()
            {
                BlendState        = BlendStateDescription.SingleOverrideBlend,
                DepthStencilState = DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerState   = new RasterizerStateDescription(
                    cullMode: FaceCullMode.Back,
                    fillMode: PolygonFillMode.Solid, // Wireframe doesnt seem to work with metal
                    frontFace: FrontFace.Clockwise,
                    depthClipEnabled: true,
                    scissorTestEnabled: false
                    ),
                PrimitiveTopology = PrimitiveTopology.TriangleList,
                //ResourceLayouts = new ResourceLayout[] {_cameraResourceLayout,_materialResourceLayout,_lightResourceLayout},
                ResourceLayouts = new ResourceLayout[] { _cameraResourceLayout, _lightResourceLayout, _materialResourceLayout },
                ShaderSet       = new ShaderSetDescription(
                    vertexLayouts: new VertexLayoutDescription[] { vertexLayout },
                    shaders: new Shader[] { _vertexShader, _fragmentShader }
                    ),
                Outputs = GraphicsDevice.SwapchainFramebuffer.OutputDescription
            };

            _pipeline = _factory.CreateGraphicsPipeline(pipelineDescription);
        }
Пример #2
0
        override protected void CreateResources()
        {
            RgbaFloat lightColor = RgbaFloat.White;
            // RgbaFloat lightColor = RgbaFloat.LightGrey;
            //var lightPos = new Vector4(-0.5f,0.1f,10,1);
            var lightPos = new Vector4(0.0f, 0.0f, 0, 1);
            var lookAt   = new Vector4(0, 0, 0, 1) - new Vector4(0, 1, 0, 1);

            //var lightCam = new OrthographicCamera(50.0f, 50.0f, lightPos, lookAt);
            //_sceneRuntimeState.Light = new Light(lightCam,lightColor,0.1f);
            _sceneRuntimeState.Camera    = Camera;
            _sceneRuntimeState.SpotLight = Light.NO_POINTLIGHT;

            var omniCameras = CubeMap.GenerateOmniCameras(lightPos, 1024, 1024);

            _sceneRuntimeState.OmniLights = Light.GenerateOmniLights(omniCameras, lightColor, 0.1f);

            // string filePath = Path.Combine(AppContext.BaseDirectory, "armor/armor.dae");
            // string filePath = Path.Combine(AppContext.BaseDirectory, "nanosuit/nanosuit.obj");

            var scale = Matrix4x4.CreateScale(0.05f, 0.05f, 0.05f);
            //var scale = Matrix4x4.CreateScale(1.00f,1.00f,1.00f);


            string filePath = "models/chinesedragon.dae";
            // string filePath = "Models/Box.dae";
            var model = AssimpLoader.LoadFromFileWithRealtimeMaterial <VertexPositionNormal>(AppContext.BaseDirectory, filePath, VertexPositionNormal.HenzaiType);
            var newModelTranslation = Matrix4x4.CreateTranslation(new Vector3(0, 20, 0));
            var modelRuntimeState
                = new ModelRuntimeDescriptor <VertexPositionNormal>(model, "PhongOmni", "PhongOmni", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.OMNI_SHADOW_MAPS), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            modelRuntimeState.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;
            model.SetNewWorldTransformation(ref newModelTranslation, true);


            //TODO: Write method to remove ambient terms
            var sponzaModels = AssimpLoader.LoadRealtimeModelsFromFile(AppContext.BaseDirectory, "sponza/sponza.obj");
            var sponzaPNTTB  = sponzaModels.modelPNTTB;
            var sponzaPC     = sponzaModels.modelPC;

            for (int i = 0; i < sponzaPNTTB.MaterialCount; i++)
            {
                sponzaPNTTB.GetMaterial(i).ambient = new Vector4(0.3f, 0.3f, 0.3f, 1.0f);
            }

            for (int i = 0; i < sponzaPC.MaterialCount; i++)
            {
                sponzaPC.GetMaterial(i).ambient = new Vector4(0.3f, 0.3f, 0.3f, 1.0f);
            }
            sponzaPNTTB.SetNewWorldTransformation(ref scale, true);
            sponzaPC.SetNewWorldTransformation(ref scale, true);

            var sponzaRuntimeState  //TOOD: Omni Fragment shader produces a runtime error
                = new ModelRuntimeDescriptor <VertexPositionNormalTextureTangentBitangent>(sponzaPNTTB, "PhongBitangentTextureOmni", "PhongBitangentTextureOmni", VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.OMNI_SHADOW_MAPS), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sponzaRuntimeState.CallVertexLayoutGeneration          += ResourceGenerator.GenerateVertexLayoutForPNTTB;
            sponzaRuntimeState.CallSamplerGeneration               += ResourceGenerator.GenerateTriLinearSampler;
            sponzaRuntimeState.CallTextureResourceLayoutGeneration += ResourceGenerator.GenerateTextureResourceLayoutForNormalMapping;
            sponzaRuntimeState.CallTextureResourceSetGeneration    += ResourceGenerator.GenerateTextureResourceSetForNormalMapping;


            var sponzaRuntimeStateColorOnly = new ModelRuntimeDescriptor <VertexPositionColor>(sponzaPC, "Color", "Color", VertexRuntimeTypes.VertexPositionColor, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.OMNI_SHADOW_MAPS), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sponzaRuntimeStateColorOnly.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPC;

            ///

            var floor             = new Model <VertexPositionNormalTextureTangentBitangent, RealtimeMaterial>("paving/", GeometryFactory.GenerateQuadPNTTB_XY(), new RealtimeMaterial());
            var floorMeshZero     = floor.GetMesh(0);
            var flootMaterialZero = floor.GetMaterial(0);

            flootMaterialZero.textureDiffuse = "pavingColor.jpg";
            flootMaterialZero.textureNormal  = "pavingNorm.jpg";
            flootMaterialZero.ambient        = new Vector4(0.3f, 0.3f, 0.3f, 1.0f);
            var floorTranslation = Matrix4x4.CreateTranslation(-6, 0, -7);
            var floorScale       = Matrix4x4.CreateScale(100.0f, 100.0f, 1);
            var newTrans         = Matrix4x4.Multiply(floorScale, floorTranslation);

            floor.SetNewWorldTransformation(ref floorTranslation, true);
            var floorRuntimeState = new ModelRuntimeDescriptor <VertexPositionNormalTextureTangentBitangent>(floor, "PhongBitangentTextureOmni", "PhongBitangentTextureOmni", VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent, PrimitiveTopology.TriangleStrip, new RenderDescription(RenderFlags.NORMAL | RenderFlags.OMNI_SHADOW_MAPS), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            floorRuntimeState.CallVertexLayoutGeneration          += ResourceGenerator.GenerateVertexLayoutForPNTTB;
            floorRuntimeState.CallTextureResourceLayoutGeneration += ResourceGenerator.GenerateTextureResourceLayoutForNormalMapping;
            floorRuntimeState.CallTextureResourceSetGeneration    += ResourceGenerator.GenerateTextureResourceSetForNormalMapping;
            floorRuntimeState.CallSamplerGeneration += ResourceGenerator.GenerateTriLinearSampler;


            /////
            var floor2             = new Model <VertexPositionNormalTextureTangentBitangent, RealtimeMaterial>("paving/", GeometryFactory.GenerateQuadPNTTB_XZ(), new RealtimeMaterial());
            var floorMeshZero2     = floor2.GetMesh(0);
            var flootMaterialZero2 = floor2.GetMaterial(0);

            flootMaterialZero2.textureDiffuse = "pavingColor.jpg";
            flootMaterialZero2.textureNormal  = "pavingNorm.jpg";
            flootMaterialZero2.ambient        = new Vector4(0.3f, 0.3f, 0.3f, 1.0f);
            var floorTranslation2 = Matrix4x4.CreateTranslation(0, -5, 0);
            var floorScale2       = Matrix4x4.CreateScale(100.0f, 1.0f, 100.0f);
            var newTrans2         = Matrix4x4.Multiply(floorScale2, floorTranslation2);

            floor2.SetNewWorldTransformation(ref newTrans2, true);
            var floorRuntimeState2 = new ModelRuntimeDescriptor <VertexPositionNormalTextureTangentBitangent>(floor2, "PhongBitangentTextureOmni", "PhongBitangentTextureOmni", VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent, PrimitiveTopology.TriangleStrip, new RenderDescription(RenderFlags.NORMAL | RenderFlags.OMNI_SHADOW_MAPS), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            floorRuntimeState2.CallVertexLayoutGeneration          += ResourceGenerator.GenerateVertexLayoutForPNTTB;
            floorRuntimeState2.CallTextureResourceLayoutGeneration += ResourceGenerator.GenerateTextureResourceLayoutForNormalMapping;
            floorRuntimeState2.CallTextureResourceSetGeneration    += ResourceGenerator.GenerateTextureResourceSetForNormalMapping;
            floorRuntimeState2.CallSamplerGeneration += ResourceGenerator.GenerateTriLinearSampler;

            //



            var skyBox         = new Model <VertexPosition, RealtimeMaterial>("cloudtop", GeometryFactory.GenerateCube(true), new RealtimeMaterial());
            var skyBoxMaterial = skyBox.GetMaterial(0);

            skyBoxMaterial.AssignCubemapPaths("cloudtop_ft.png", "cloudtop_bk.png", "cloudtop_lf.png", "cloudtop_rt.png", "cloudtop_up.png", "cloudtop_dn.png");

            _skyBoxRuntimeState = new ModelRuntimeDescriptor <VertexPosition>(skyBox, "Skybox", "Skybox", VertexRuntimeTypes.VertexPosition, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));
            _skyBoxRuntimeState.CallVertexLayoutGeneration          += ResourceGenerator.GenerateVertexLayoutForP;
            _skyBoxRuntimeState.CallSamplerGeneration               += ResourceGenerator.GenerateBiLinearSampler;
            _skyBoxRuntimeState.CallTextureResourceLayoutGeneration += ResourceGenerator.GenerateTextureResourceLayoutForCubeMapping;
            _skyBoxRuntimeState.CallTextureResourceSetGeneration    += ResourceGenerator.GenerateTextureResourceSetForCubeMapping;

            _sun = new Model <VertexPositionNormal, RealtimeMaterial>(string.Empty, GeometryFactory.GenerateSphereNormal(100, 100, 0.3f), new RealtimeMaterial());
            _sun.GetMaterial(0).ambient = lightColor.ToVector4();
            Vector3 newTranslation = new Vector3(lightPos.X, lightPos.Y, lightPos.Z);

            _sun.SetNewWorldTranslation(ref newTranslation, true);

            var sunRuntimeState = new ModelRuntimeDescriptor <VertexPositionNormal>(_sun, "PhongNoShadow", "PhongNoShadow", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sunRuntimeState.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;

            var _sun2 = new Model <VertexPositionNormal, RealtimeMaterial>(string.Empty, GeometryFactory.GenerateSphereNormal(100, 100, 0.5f), new RealtimeMaterial());

            _sun2.GetMaterial(0).ambient = lightColor.ToVector4();
            Vector3 newTranslation2 = new Vector3(5, -2, 1);

            _sun2.SetNewWorldTranslation(ref newTranslation2, true);

            var sunRuntimeState2 = new ModelRuntimeDescriptor <VertexPositionNormal>(_sun2, "PhongOmni", "PhongOmni", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.OMNI_SHADOW_MAPS), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sunRuntimeState2.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;

            var _sun3 = new Model <VertexPositionNormal, RealtimeMaterial>(string.Empty, GeometryFactory.GenerateSphereNormal(100, 100, 0.5f), new RealtimeMaterial());

            _sun3.GetMaterial(0).ambient = lightColor.ToVector4();
            Vector3 newTranslation3 = new Vector3(-5, 0, -3.0f);

            _sun3.SetNewWorldTranslation(ref newTranslation3, true);

            var sunRuntimeState3 = new ModelRuntimeDescriptor <VertexPositionNormal>(_sun3, "PhongOmni", "PhongOmni", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.OMNI_SHADOW_MAPS), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sunRuntimeState3.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;

            var _sun4 = new Model <VertexPositionNormal, RealtimeMaterial>(string.Empty, GeometryFactory.GenerateSphereNormal(100, 100, 0.2f), new RealtimeMaterial());

            _sun4.GetMaterial(0).ambient = lightColor.ToVector4();
            Vector3 newTranslation4 = new Vector3(0, -2, 0.0f);

            _sun4.SetNewWorldTranslation(ref newTranslation4, true);

            var sunRuntimeState4 = new ModelRuntimeDescriptor <VertexPositionNormal>(_sun4, "PhongOmni", "PhongOmni", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.OMNI_SHADOW_MAPS), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sunRuntimeState4.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;



            //TODO: Automate this
            //_modelPNTTBDescriptorList.Add(sponzaRuntimeState);
            _modelPNTTBDescriptorList.Add(floorRuntimeState);
            //Rendering this seems to crate aretfacts on the other floor
            _modelPNTTBDescriptorList.Add(floorRuntimeState2);
            //_modelPCDescriptorList.Add(sponzaRuntimeStateColorOnly);
            //_modelPDescriptorList.Add(_skyBoxRuntimeState);

            _modelPNDescriptorList.Add(sunRuntimeState3);
            _modelPNDescriptorList.Add(sunRuntimeState);

            _modelPNDescriptorList.Add(sunRuntimeState2);
            _modelPNDescriptorList.Add(sunRuntimeState4);

            //_modelPNDescriptorList.Add(modelRuntimeState);


            InstanceData[] instancingData = { InstanceData.NO_DATA };

            //TODO: Abstrct this
            foreach (var modelDescriptor in _modelPNTTBDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PNTTBRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPNDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PNRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPTDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PTRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPCDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PCRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PRuntimeGeometry.AddModel(modelDescriptor);
            }
        }
Пример #3
0
        override protected void CreateResources()
        {
            // RgbaFloat lightColor = RgbaFloat.Orange;
            RgbaFloat lightColor = RgbaFloat.LightGrey;
            var       lightPos   = new Vector4(10, 20, 0, 1);
            var       meshPos    = new Vector4(0, 0, 0, 1);
            var       lookAt     = meshPos - lightPos;
            //TODO: Position seems to be buggy
            var lightCam = new OrthographicCamera(50, 50, lightPos, lookAt);

            _sceneRuntimeState.Light     = new Light(lightCam, lightColor, 0.1f);
            _sceneRuntimeState.Camera    = Camera;
            _sceneRuntimeState.SpotLight = Light.NO_POINTLIGHT;

            // string filePath = Path.Combine(AppContext.BaseDirectory, "armor/armor.dae");
            // string filePath = Path.Combine(AppContext.BaseDirectory, "nanosuit/nanosuit.obj");
            _nanosuit = AssimpLoader.LoadFromFileWithRealtimeMaterial <VertexPositionNormalTextureTangentBitangent>(AppContext.BaseDirectory, "nanosuit/nanosuit.obj", VertexPositionNormalTextureTangentBitangent.HenzaiType);
            // _nanosuit.SetAmbientForAllMeshes(new Vector4(0.1f,0.1f,0.1f,1.0f));
            // _model = AssimpLoader.LoadFromFile<VertexPositionNormalTextureTangentBitangent>(AppContext.BaseDirectory,"sponza/sponza.obj",VertexPositionNormalTextureTangentBitangent.HenzaiType);
            GeometryUtils.GenerateTangentAndBitagentSpaceFor(_nanosuit);
            // GeometryUtils.CheckTBN(_model);
            // var sun = new Model<VertexPositionNormalTextureTangentBitangent>("water",GeometryFactory.generateSphereTangentBitangent(100,100,1));
            _sun = new Model <VertexPositionNormal, RealtimeMaterial>(string.Empty, GeometryFactory.GenerateSphereNormal(100, 100, 1), new RealtimeMaterial());
            var meshZero     = _sun.GetMesh(0);
            var materialZero = _sun.GetMaterial(0);

            materialZero.textureDiffuse = "Water.jpg";
            materialZero.textureNormal  = "WaterNorm.jpg";
            materialZero.ambient        = lightColor.ToVector4();
            // _sun.meshes[0].TryGetMaterial().ambient = lightColor.ToVector4();
            Vector3 newTranslation = new Vector3(lightPos.X, lightPos.Y, lightPos.Z);

            _sun.SetNewWorldTranslation(ref newTranslation, true);

            var nanoSuitRuntimeState
                = new ModelRuntimeDescriptor <VertexPositionNormalTextureTangentBitangent>(_nanosuit, "PhongBitangentTexture", "PhongBitangentTexture", VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.SHADOW_MAP), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            nanoSuitRuntimeState.CallVertexLayoutGeneration          += ResourceGenerator.GenerateVertexLayoutForPNTTB;
            nanoSuitRuntimeState.CallSamplerGeneration               += ResourceGenerator.GenerateTriLinearSampler;
            nanoSuitRuntimeState.CallTextureResourceLayoutGeneration += ResourceGenerator.GenerateTextureResourceLayoutForNormalMapping;
            nanoSuitRuntimeState.CallTextureResourceSetGeneration    += ResourceGenerator.GenerateTextureResourceSetForNormalMapping;

            // var sunRuntimeState = new ModelRuntimeState<VertexPositionNormalTextureTangentBitangent>(sun,"PhongBitangentTexture","PhongBitangentTexture");
            // sunRuntimeState.CallVertexLayoutGeneration+=ResourceGenerator.GenerateVertexLayoutForPNTTB;
            // sunRuntimeState.CallSamplerGeneration+=ResourceGenerator.GenerateLinearSampler;
            // sunRuntimeState.CallTextureResourceLayoutGeneration+=ResourceGenerator.GenerateTextureResourceLayoutForNormalMapping;
            // sunRuntimeState.CallTextureResourceSetGeneration+=ResourceGenerator.GenerateTextureResourceSetForNormalMapping;

            // _modelStatesList.Add(sunRuntimeState);

            var sunRuntimeState = new ModelRuntimeDescriptor <VertexPositionNormal>(_sun, "Phong", "PhongNoShadow", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sunRuntimeState.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;

            var plane = new Model <VertexPositionNormal, RealtimeMaterial>(String.Empty, GeometryFactory.GenerateQuadPN_XZ(), new RealtimeMaterial());
            var newPlaneTranslation = Matrix4x4.CreateTranslation(new Vector3(0, 0, 0));
            var newPlaneScale       = Matrix4x4.CreateScale(new Vector3(100, 1, 100));
            var trafo = newPlaneScale * newPlaneTranslation;

            plane.SetNewWorldTransformation(ref trafo, true);
            var planeRuntimeState = new ModelRuntimeDescriptor <VertexPositionNormal>(plane, "Phong", "Phong", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleStrip, new RenderDescription(RenderFlags.NORMAL | RenderFlags.SHADOW_MAP), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            planeRuntimeState.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;

            _modelPNTTBDescriptorList.Add(nanoSuitRuntimeState);

            _modelPNDescriptorList.Add(planeRuntimeState);
            _modelPNDescriptorList.Add(sunRuntimeState);


            InstanceData[] instancingData = { InstanceData.NO_DATA };

            foreach (var modelDescriptor in _modelPNTTBDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PNTTBRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPNDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PNRuntimeGeometry.AddModel(modelDescriptor);
            }
        }
Пример #4
0
        // TODO: Abstract Resource Crreation for Uniforms, Vertex Layouts, Disposing
        override protected void CreateResources()
        {
            //string filePath = Path.Combine(AppContext.BaseDirectory, "Models/sphere.obj"); // huge
            //string filePath = Path.Combine(AppContext.BaseDirectory, "Models/sphere_centered.obj"); // no texture coordiantes
            string filePath = "armor/armor.dae";

            _model = AssimpLoader.LoadFromFileWithRealtimeMaterial <VertexPositionNormalTextureTangent>(AppContext.BaseDirectory, filePath, VertexPositionNormalTextureTangent.HenzaiType);
            //GeometryUtils.GenerateSphericalTextureCoordinatesFor(_model.meshes[0], UVMappingTypes.Spherical_Coordinates,true);
            GeometryUtils.GenerateTangentSpaceFor(_model);
            // _model = new Model<VertexPositionNormalTextureTangent>(GeometryFactory.generateSphere(100,100,1.0f));

            /// Uniform 1 - Camera
            _cameraProjViewBuffer = _factory.CreateBuffer(new BufferDescription(192, BufferUsage.UniformBuffer | BufferUsage.Dynamic));

            var resourceLayoutElementDescription = new ResourceLayoutElementDescription("projViewWorld", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptions = { resourceLayoutElementDescription };
            var resourceLayoutDescription = new ResourceLayoutDescription(resourceLayoutElementDescriptions);

            BindableResource[] bindableResources = new BindableResource[] { _cameraProjViewBuffer };
            _cameraResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescription);
            var resourceSetDescription = new ResourceSetDescription(_cameraResourceLayout, bindableResources);

            _cameraResourceSet = _factory.CreateResourceSet(resourceSetDescription);

            // Uniform 2 - Material
            _materialBuffer = _factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer));

            var resourceLayoutElementDescriptionMaterial = new ResourceLayoutElementDescription("material", ResourceKind.UniformBuffer, ShaderStages.Fragment);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptionsMaterial = { resourceLayoutElementDescriptionMaterial };
            var resourceLayoutDescriptionMaterial = new ResourceLayoutDescription(resourceLayoutElementDescriptionsMaterial);

            BindableResource[] bindableResourcesMaterial = new BindableResource[] { _materialBuffer };

            _materialResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescriptionMaterial);
            var resourceSetDescriptionMaterial = new ResourceSetDescription(_materialResourceLayout, bindableResourcesMaterial);

            _materialResourceSet = _factory.CreateResourceSet(resourceSetDescriptionMaterial);

            // Uniform 3 - Light
            _lightBuffer = _factory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer));

            var resourceLayoutElementDescriptionLight = new ResourceLayoutElementDescription("light", ResourceKind.UniformBuffer, ShaderStages.Vertex);

            ResourceLayoutElementDescription[] resourceLayoutElementDescriptionsLight = { resourceLayoutElementDescriptionLight };
            var resourceLayoutDescriptionLight = new ResourceLayoutDescription(resourceLayoutElementDescriptionsLight);

            BindableResource[] bindableResourcesLight = new BindableResource[] { _lightBuffer };

            _lightResourceLayout = _factory.CreateResourceLayout(resourceLayoutDescriptionLight);
            var resourceSetDescriptionLight = new ResourceSetDescription(_lightResourceLayout, bindableResourcesLight);

            _lightResourceSet = _factory.CreateResourceSet(resourceSetDescriptionLight);

            for (int i = 0; i < _model.MeshCount; i++)
            {
                var          mesh = _model.GetMesh(i);
                DeviceBuffer vertexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Vertices.LengthUnsigned() * VertexPositionNormalTextureTangent.SizeInBytes, BufferUsage.VertexBuffer));

                DeviceBuffer indexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Indices.LengthUnsigned() * sizeof(ushort), BufferUsage.IndexBuffer));


                _vertexBuffers.Add(vertexBuffer);
                _indexBuffers.Add(indexBuffer);

                GraphicsDevice.UpdateBuffer(vertexBuffer, 0, mesh.Vertices);
                GraphicsDevice.UpdateBuffer(indexBuffer, 0, mesh.Indices);
            }

            //Texture Samper
            // ImageSharpTexture diffuseTexture = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "Textures", "earth.jpg"));
            // ImageSharpTexture diffuseTexture = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "Textures", "Water.jpg"));
            ImageSharpTexture diffuseTexture           = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "armor", "diffuse.png"));
            Texture           sphereDiffuseTexture     = diffuseTexture.CreateDeviceTexture(GraphicsDevice, _factory);
            TextureView       sphereDiffuseTextureView = _factory.CreateTextureView(sphereDiffuseTexture);

            // ImageSharpTexture normalTexture = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "Textures", "WaterNorm.jpg"));
            ImageSharpTexture normalTexture           = new ImageSharpTexture(Path.Combine(AppContext.BaseDirectory, "armor", "normal.png"));
            Texture           sphereNormalTexture     = normalTexture.CreateDeviceTexture(GraphicsDevice, _factory);
            TextureView       sphereNormalTextureView = _factory.CreateTextureView(sphereNormalTexture);

            ResourceLayout textureLayout = _factory.CreateResourceLayout(
                new ResourceLayoutDescription(
                    new ResourceLayoutElementDescription("DiffuseTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("DiffuseSampler", ResourceKind.Sampler, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("NormTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                    new ResourceLayoutElementDescription("NormSampler", ResourceKind.Sampler, ShaderStages.Fragment)
                    ));

            var sampler = _factory.CreateSampler(new SamplerDescription
            {
                AddressModeU      = SamplerAddressMode.Wrap,
                AddressModeV      = SamplerAddressMode.Wrap,
                AddressModeW      = SamplerAddressMode.Wrap,
                Filter            = SamplerFilter.MinLinear_MagLinear_MipLinear,
                LodBias           = 0,
                MinimumLod        = 0,
                MaximumLod        = uint.MaxValue,
                MaximumAnisotropy = 0,
            });

            _textureResourceSet = _factory.CreateResourceSet(new ResourceSetDescription(
                                                                 textureLayout,
                                                                 sphereDiffuseTextureView,
                                                                 GraphicsDevice.LinearSampler,
                                                                 sphereNormalTextureView,
                                                                 sampler
                                                                 ));

            VertexLayoutDescription vertexLayout
                = new VertexLayoutDescription(
                      new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3),
                      new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3),
                      new VertexElementDescription("UV", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                      new VertexElementDescription("Tangent", VertexElementSemantic.Normal, VertexElementFormat.Float3)
                      );

            _vertexShader   = IO.LoadShader("PhongTexture", ShaderStages.Vertex, GraphicsDevice);
            _fragmentShader = IO.LoadShader("PhongTexture", ShaderStages.Fragment, GraphicsDevice);

            GraphicsPipelineDescription pipelineDescription = new GraphicsPipelineDescription()
            {
                BlendState        = BlendStateDescription.SingleOverrideBlend,
                DepthStencilState = DepthStencilStateDescription.DepthOnlyLessEqual,
                RasterizerState   = new RasterizerStateDescription(
                    cullMode: FaceCullMode.Back,
                    fillMode: PolygonFillMode.Solid,
                    frontFace: FrontFace.Clockwise,
                    depthClipEnabled: true,
                    scissorTestEnabled: false
                    ),
                PrimitiveTopology = PrimitiveTopology.TriangleList,
                ResourceLayouts   = new ResourceLayout[] { _cameraResourceLayout, _lightResourceLayout, _materialResourceLayout, textureLayout },
                ShaderSet         = new ShaderSetDescription(
                    vertexLayouts: new VertexLayoutDescription[] { vertexLayout },
                    shaders: new Shader[] { _vertexShader, _fragmentShader }
                    ),
                Outputs = GraphicsDevice.SwapchainFramebuffer.OutputDescription
            };

            _pipeline = _factory.CreateGraphicsPipeline(pipelineDescription);
        }
Пример #5
0
        override protected void CreateResources()
        {
            RgbaFloat lightColor = RgbaFloat.White;
            // RgbaFloat lightColor = RgbaFloat.LightGrey;
            var lightPos = new Vector4(0, 100, 0, 1);
            var lookAt   = new Vector4(0, 0, 0, 1) - new Vector4(0, 50, 0, 1);
            var lightCam = new OrthographicCamera(50.0f, 50.0f, lightPos, lookAt);

            _sceneRuntimeState.Light     = new Light(lightCam, lightColor, 0.1f);
            _sceneRuntimeState.Camera    = Camera;
            _sceneRuntimeState.SpotLight = Light.NO_POINTLIGHT;

            // string filePath = Path.Combine(AppContext.BaseDirectory, "armor/armor.dae");
            // string filePath = Path.Combine(AppContext.BaseDirectory, "nanosuit/nanosuit.obj");

            var scale = Matrix4x4.CreateScale(0.05f, 0.05f, 0.05f);
            //var scale = Matrix4x4.CreateScale(1.00f,1.00f,1.00f);


            string filePath = "models/chinesedragon.dae";
            // string filePath = "Models/Box.dae";
            var model = AssimpLoader.LoadFromFileWithRealtimeMaterial <VertexPositionNormal>(AppContext.BaseDirectory, filePath, VertexPositionNormal.HenzaiType);
            var newModelTranslation = Matrix4x4.CreateTranslation(new Vector3(0, 20, 0));
            var modelRuntimeState
                = new ModelRuntimeDescriptor <VertexPositionNormal>(model, "Phong", "Phong", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.SHADOW_MAP), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            modelRuntimeState.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;
            model.SetNewWorldTransformation(ref newModelTranslation, true);

            var plane = new Model <VertexPositionNormal, RealtimeMaterial>(String.Empty, GeometryFactory.GenerateQuadPN_XZ(), new RealtimeMaterial());
            var newPlaneTranslation = Matrix4x4.CreateTranslation(new Vector3(0, 10, 0));
            var newPlaneScale       = Matrix4x4.CreateScale(new Vector3(30, 1, 30));
            var trafo = newPlaneScale * newPlaneTranslation;

            plane.SetNewWorldTransformation(ref trafo, true);
            var planeRuntimeState = new ModelRuntimeDescriptor <VertexPositionNormal>(plane, "Phong", "Phong", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleStrip, new RenderDescription(RenderFlags.NORMAL | RenderFlags.SHADOW_MAP), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            planeRuntimeState.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;

            //TODO: Write method to remove ambient terms
            var sponzaModels = AssimpLoader.LoadRealtimeModelsFromFile(AppContext.BaseDirectory, "sponza/sponza.obj");
            var sponzaPNTTB  = sponzaModels.modelPNTTB;
            var sponzaPC     = sponzaModels.modelPC;

            for (int i = 0; i < sponzaPNTTB.MaterialCount; i++)
            {
                sponzaPNTTB.GetMaterial(i).ambient = new Vector4(0.3f, 0.3f, 0.3f, 1.0f);
            }

            for (int i = 0; i < sponzaPC.MaterialCount; i++)
            {
                sponzaPC.GetMaterial(i).ambient = new Vector4(0.3f, 0.3f, 0.3f, 1.0f);
            }
            sponzaPNTTB.SetNewWorldTransformation(ref scale, true);
            sponzaPC.SetNewWorldTransformation(ref scale, true);



            var sponzaRuntimeState
                = new ModelRuntimeDescriptor <VertexPositionNormalTextureTangentBitangent>(sponzaPNTTB, "PhongBitangentTexture", "PhongBitangentTexture", VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.SHADOW_MAP), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sponzaRuntimeState.CallVertexLayoutGeneration          += ResourceGenerator.GenerateVertexLayoutForPNTTB;
            sponzaRuntimeState.CallSamplerGeneration               += ResourceGenerator.GenerateTriLinearSampler;
            sponzaRuntimeState.CallTextureResourceLayoutGeneration += ResourceGenerator.GenerateTextureResourceLayoutForNormalMapping;
            sponzaRuntimeState.CallTextureResourceSetGeneration    += ResourceGenerator.GenerateTextureResourceSetForNormalMapping;

            // var sponzaRuntimeStateTexOnly = new ModelRuntimeDescriptor<VertexPositionTexture>(sponzaPT,"Texture","Texture", VertexTypes.VertexPositionTexture,PrimitiveTopology.TriangleList);
            // sponzaRuntimeStateTexOnly.CallVertexLayoutGeneration+=ResourceGenerator.GenerateVertexLayoutForPT;
            // sponzaRuntimeStateTexOnly.CallSamplerGeneration+=ResourceGenerator.GenerateTriLinearSampler;
            // sponzaRuntimeStateTexOnly.CallTextureResourceLayoutGeneration+=ResourceGenerator.GenerateTextureResourceLayoutForDiffuseMapping;
            // sponzaRuntimeStateTexOnly.CallTextureResourceSetGeneration+=ResourceGenerator.GenerateTextureResourceSetForDiffuseMapping;

            var sponzaRuntimeStateColorOnly = new ModelRuntimeDescriptor <VertexPositionColor>(sponzaPC, "Color", "Color", VertexRuntimeTypes.VertexPositionColor, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL | RenderFlags.SHADOW_MAP), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sponzaRuntimeStateColorOnly.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPC;

            // var sunRuntimeState = new ModelRuntimeState<VertexPositionNormalTextureTangentBitangent>(sun,"PhongBitangentTexture","PhongBitangentTexture");
            // sunRuntimeState.CallVertexLayoutGeneration+=ResourceGenerator.GenerateVertexLayoutForPNTTB;
            // sunRuntimeState.CallSamplerGeneration+=ResourceGenerator.GenerateLinearSampler;
            // sunRuntimeState.CallTextureResourceLayoutGeneration+=ResourceGenerator.GenerateTextureResourceLayoutForNormalMapping;
            // sunRuntimeState.CallTextureResourceSetGeneration+=ResourceGenerator.GenerateTextureResourceSetForNormalMapping;

            var skyBox         = new Model <VertexPosition, RealtimeMaterial>("cloudtop", GeometryFactory.GenerateCube(true), new RealtimeMaterial());
            var skyBoxMaterial = skyBox.GetMaterial(0);

            skyBoxMaterial.AssignCubemapPaths("cloudtop_ft.png", "cloudtop_bk.png", "cloudtop_lf.png", "cloudtop_rt.png", "cloudtop_up.png", "cloudtop_dn.png");

            _skyBoxRuntimeState = new ModelRuntimeDescriptor <VertexPosition>(skyBox, "Skybox", "Skybox", VertexRuntimeTypes.VertexPosition, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));
            _skyBoxRuntimeState.CallVertexLayoutGeneration          += ResourceGenerator.GenerateVertexLayoutForP;
            _skyBoxRuntimeState.CallSamplerGeneration               += ResourceGenerator.GenerateBiLinearSampler;
            _skyBoxRuntimeState.CallTextureResourceLayoutGeneration += ResourceGenerator.GenerateTextureResourceLayoutForCubeMapping;
            _skyBoxRuntimeState.CallTextureResourceSetGeneration    += ResourceGenerator.GenerateTextureResourceSetForCubeMapping;

            _sun = new Model <VertexPositionNormal, RealtimeMaterial>(string.Empty, GeometryFactory.GenerateSphereNormal(100, 100, 1), new RealtimeMaterial());
            _sun.GetMaterial(0).ambient = lightColor.ToVector4();
            // _sun.meshes[0].TryGetMaterial().ambient = lightColor.ToVector4();
            Vector3 newTranslation = new Vector3(lightPos.X, lightPos.Y, lightPos.Z);

            _sun.SetNewWorldTranslation(ref newTranslation, true);

            var sunRuntimeState = new ModelRuntimeDescriptor <VertexPositionNormal>(_sun, "Phong", "PhongNoShadow", VertexRuntimeTypes.VertexPositionNormal, PrimitiveTopology.TriangleList, new RenderDescription(RenderFlags.NORMAL), new InstancingRenderDescription(RenderFlags.NONE, InstancingDataFlags.EMPTY));

            sunRuntimeState.CallVertexLayoutGeneration += ResourceGenerator.GenerateVertexLayoutForPN;

            //TODO: Automate this
            _modelPNTTBDescriptorList.Add(sponzaRuntimeState);
            _modelPCDescriptorList.Add(sponzaRuntimeStateColorOnly);
            _modelPDescriptorList.Add(_skyBoxRuntimeState);
            // _modelPTDescriptorList.Add(sponzaRuntimeStateTexOnly);
            // _modelStatesList.Add(sunRuntimeState);
            _modelPNDescriptorList.Add(sunRuntimeState);
            _modelPNDescriptorList.Add(modelRuntimeState);
            //_modelPNDescriptorList.Add(planeRuntimeState);

            InstanceData[] instancingData = { InstanceData.NO_DATA };

            //TODO: Abstrct this
            foreach (var modelDescriptor in _modelPNTTBDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PNTTBRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPNDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PNRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPTDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PTRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPCDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PCRuntimeGeometry.AddModel(modelDescriptor);
            }

            foreach (var modelDescriptor in _modelPDescriptorList)
            {
                FillRuntimeDescriptor(modelDescriptor, _sceneRuntimeState, instancingData);
                PRuntimeGeometry.AddModel(modelDescriptor);
            }
        }