Пример #1
0
        private void UpdateCBMeshbatch(EngineNS.CCommandList cmd, Graphics.CGfxCamera Camera)
        {
            var varIdx = mCBMeshBatch.FindVar("ClusterNumber");

            mCBMeshBatch.SetValue(varIdx, GpuClusters.Count, 0);
            varIdx = mCBMeshBatch.FindVar("MeshBatchVertexStride");
            mCBMeshBatch.SetValue(varIdx, AllVertices.Count, 0);

            if (Camera != null)
            {
                unsafe
                {
                    varIdx = mCBMeshBatch.FindVar("GpuDrivenCameraPlanes");
                    var pPlanes = stackalloc Plane[6];
                    Camera.CullingFrustum.GetPlanes(pPlanes);
                    for (uint i = 0; i < 6; i++)
                    {
                        mCBMeshBatch.SetValue(varIdx, pPlanes[i], i);
                    }

                    varIdx = mCBMeshBatch.FindVar("GpuDrivenCameraPosition");
                    mCBMeshBatch.SetValue(varIdx, Camera.CullingFrustum.TipPos, 0);

                    BoundingBox box = new BoundingBox();
                    Camera.CullingFrustum.GetBoundBox(ref box);
                    varIdx = mCBMeshBatch.FindVar("GpuDrivenFrustumMinPoint");
                    mCBMeshBatch.SetValue(varIdx, box.Minimum, 0);
                    varIdx = mCBMeshBatch.FindVar("GpuDrivenFrustumMaxPoint");
                    mCBMeshBatch.SetValue(varIdx, box.Maximum, 0);

                    varIdx = mCBMeshBatch.FindVar("EnableGpuCulling");
                    mCBMeshBatch.SetValue(varIdx, (uint)(1), 0);
                }
            }
            else
            {
                varIdx = mCBMeshBatch.FindVar("EnableGpuCulling");
                mCBMeshBatch.SetValue(varIdx, (uint)(0), 0);
            }
        }
Пример #2
0
        public async System.Threading.Tasks.Task <bool> InitForMultiPassMode(CRenderContext RHICtx, CGfxScreenViewDesc ViewInfo, List <CGfxShadingEnv> ShadingEnvArray,
                                                                             CGfxMaterialInstance MtlInst, CGfxMesh ViewportMesh)
        {
            if (ShadingEnvArray == null)
            {
                return(false);
            }

            if (ViewportMesh == null)
            {
                var RectMesh = CEngine.Instance.MeshPrimitivesManager.GetMeshPrimitives(RHICtx, CEngineDesc.FullScreenRectName, true);
                ViewportMesh = CEngine.Instance.MeshManager.CreateMesh(RHICtx, RectMesh);
                ViewportMesh.SetMaterialInstance(RHICtx, 0, await CEngine.Instance.MaterialInstanceManager.GetMaterialInstanceAsync(RHICtx,
                                                                                                                                    RName.GetRName("Material/defaultmaterial.instmtl")),
                                                 CEngine.Instance.PrebuildPassData.DefaultShadingEnvs);
                //await ViewportMesh.AwaitEffects();
            }
            mViewInfo = ViewInfo;

            mViewport          = new CViewport();
            mViewport.Width    = ViewInfo.Width;
            mViewport.Height   = ViewInfo.Height;
            mViewport.TopLeftX = 0.0f;
            mViewport.TopLeftY = 0.0f;
            mViewport.MinDepth = 0.0f;
            mViewport.MaxDepth = 1.0f;

            var ShaderProgram = CEngine.Instance.EffectManager.DefaultEffect.ShaderProgram;

            mScreenViewCB = RHICtx.CreateConstantBuffer(ShaderProgram, CEngine.Instance.EffectManager.DefaultEffect.CacheData.CBID_View);
            if (mScreenViewCB == null)
            {
                return(false);
            }
            mIDViewportSizeAndRcp = mScreenViewCB.FindVar("gViewportSizeAndRcp");
            mID_SunPosNDC         = mScreenViewCB.FindVar("gSunPosNDC");
            mID_AoParam           = mScreenViewCB.FindVar("gAoParam");

            CRasterizerStateDesc RSDesc = new CRasterizerStateDesc();

            RSDesc.InitForCustom();
            mRasterState = CEngine.Instance.RasterizerStateManager.GetRasterizerState(RHICtx, RSDesc);

            CDepthStencilStateDesc DSSDesc = new CDepthStencilStateDesc();

            DSSDesc.InitForCustomLayers();
            mDepthStencilState = CEngine.Instance.DepthStencilStateManager.GetDepthStencilState(RHICtx, DSSDesc);

            CBlendStateDesc BlendDesc = new CBlendStateDesc();

            BlendDesc.InitForCustomLayers();
            mBlendState = CEngine.Instance.BlendStateManager.GetBlendState(RHICtx, BlendDesc);

            for (UInt32 idx = 0; idx < ShadingEnvArray.Count; idx++)
            {
                var refPass = RHICtx.CreatePass();
                if (false == await refPass.InitPassForViewportView(RHICtx, ShadingEnvArray[(int)idx], MtlInst, ViewportMesh))
                {
                    return(false);
                }
                mPassArray.Add(refPass);
            }

            return(OnResize(RHICtx, null, ViewInfo.Width, ViewInfo.Height));
        }
Пример #3
0
        public async System.Threading.Tasks.Task <bool> Init(CRenderContext RHICtx, CSwapChain SwapChain,
                                                             CGfxScreenViewDesc ViewInfo, CGfxShadingEnv ShadingEnv, CGfxMaterialInstance MtlInst, CGfxMesh ViewportMesh)
        {
            if (ShadingEnv == null)
            {
                return(false);
            }
            if (ViewportMesh == null)
            {
                var ScreenAlignedTriangle = CEngine.Instance.MeshPrimitivesManager.GetMeshPrimitives(RHICtx, CEngineDesc.ScreenAlignedTriangleName, true);
                ViewportMesh = CEngine.Instance.MeshManager.CreateMesh(RHICtx, ScreenAlignedTriangle);
                ViewportMesh.SetMaterialInstance(RHICtx, 0, await CEngine.Instance.MaterialInstanceManager.GetMaterialInstanceAsync(RHICtx,
                                                                                                                                    RName.GetRName("Material/defaultmaterial.instmtl")),
                                                 CEngine.Instance.PrebuildPassData.DefaultShadingEnvs);
                //await ViewportMesh.AwaitEffects();
            }
            mViewInfo = ViewInfo;

            mViewport          = new CViewport();
            mViewport.Width    = ViewInfo.Width;
            mViewport.Height   = ViewInfo.Height;
            mViewport.TopLeftX = 0.0f;
            mViewport.TopLeftY = 0.0f;
            mViewport.MinDepth = 0.0f;
            mViewport.MaxDepth = 1.0f;

            var ShaderProgram = CEngine.Instance.EffectManager.DefaultEffect.ShaderProgram;

            mScreenViewCB = RHICtx.CreateConstantBuffer(ShaderProgram, CEngine.Instance.EffectManager.DefaultEffect.CacheData.CBID_View);
            if (mScreenViewCB == null)
            {
                return(false);
            }

            mIDViewportSizeAndRcp       = mScreenViewCB.FindVar("gViewportSizeAndRcp");
            mID_SunPosNDC               = mScreenViewCB.FindVar("gSunPosNDC");
            mID_DirLightColor_Intensity = mScreenViewCB.FindVar("gDirLightColor_Intensity");
            mID_AoParam = mScreenViewCB.FindVar("gAoParam");

            CRasterizerStateDesc RSDesc = new CRasterizerStateDesc();

            RSDesc.InitForCustom();
            mRasterState = CEngine.Instance.RasterizerStateManager.GetRasterizerState(RHICtx, RSDesc);

            CDepthStencilStateDesc DSSDesc = new CDepthStencilStateDesc();

            DSSDesc.InitForCustomLayers();
            mDepthStencilState = CEngine.Instance.DepthStencilStateManager.GetDepthStencilState(RHICtx, DSSDesc);

            CBlendStateDesc BlendDesc = new CBlendStateDesc();

            BlendDesc.InitForCustomLayers();
            mBlendState = CEngine.Instance.BlendStateManager.GetBlendState(RHICtx, BlendDesc);

            mPass = RHICtx.CreatePass();
            if (false == await mPass.InitPassForViewportView(RHICtx, ShadingEnv, MtlInst, ViewportMesh))
            {
                return(false);
            }

            return(OnResize(RHICtx, SwapChain, ViewInfo.Width, ViewInfo.Height));
        }