internal unsafe void RecordCommands(MyRenderableProxy proxy, VertexBufferId stream, int voxelMatId)
        {
            if (stream == VertexBufferId.NULL)
            {
                return;
            }

            var foliageType = MyVoxelMaterials1.Table[voxelMatId].FoliageType;

            MyMapping mapping = MyMapping.MapDiscard(RC.DeviceContext, proxy.ObjectBuffer);

            mapping.WriteAndPosition(ref proxy.NonVoxelObjectData);
            mapping.WriteAndPosition(ref proxy.CommonObjectData);
            mapping.Unmap();

            RC.SetCB(MyCommon.OBJECT_SLOT, proxy.ObjectBuffer);

            RC.SetGS(m_GS[foliageType]);
            RC.SetPS(m_PS[foliageType]);

            if (MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray != null)
            {
                RC.BindRawSRV(0, MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray.ShaderView);
                RC.BindRawSRV(1, MyVoxelMaterials1.Table[voxelMatId].FoliageNormalTextureArray.ShaderView);
            }
            else
            {
                RC.BindRawSRV(0, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_Texture, MyTextureEnum.COLOR_METAL, true)));
                RC.BindRawSRV(1, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_NormalTexture, MyTextureEnum.NORMALMAP_GLOSS, true)));
            }

            RC.SetVB(0, stream.Buffer, stream.Stride);
            Context.DrawAuto();
            RC.Stats.DrawAuto++;
        }
Пример #2
0
        internal MyTextureArray(TexId[] mergeList)
        {
            var srcDesc = MyTextures.GetView(mergeList[0]).Description;

            Size     = MyTextures.GetSize(mergeList[0]);
            ArrayLen = mergeList.Length;

            Texture2DDescription desc = new Texture2DDescription();

            desc.ArraySize                 = ArrayLen;
            desc.BindFlags                 = BindFlags.ShaderResource;
            desc.CpuAccessFlags            = CpuAccessFlags.None;
            desc.Format                    = srcDesc.Format;
            desc.Height                    = (int)Size.Y;
            desc.Width                     = (int)Size.X;
            desc.MipLevels                 = 0;
            desc.SampleDescription.Count   = 1;
            desc.SampleDescription.Quality = 0;
            desc.Usage                     = ResourceUsage.Default;
            m_resource                     = new Texture2D(MyRender11.Device, desc);

            // foreach mip
            var mipmaps = (int)Math.Log(Size.X, 2) + 1;

            for (int a = 0; a < ArrayLen; a++)
            {
                for (int m = 0; m < mipmaps; m++)
                {
                    MyRender11.Context.CopySubresourceRegion(MyTextures.Textures.Data[mergeList[a].Index].Resource, Resource.CalculateSubResourceIndex(m, 0, mipmaps), null, Resource,
                                                             Resource.CalculateSubResourceIndex(m, a, mipmaps));
                }
            }

            ShaderView = new ShaderResourceView(MyRender11.Device, Resource);
        }
Пример #3
0
        internal unsafe void RecordCommands(MyRenderableProxy proxy, VertexBufferId stream, int voxelMatId)
        {
            //var worldMat = proxy.WorldMatrix;
            //worldMat.Translation -= MyEnvironment.CameraPosition;
            //proxy.ObjectData.LocalMatrix = worldMat;

            //var worldMatrix = Matrix.CreateTranslation(-MyEnvironment.CameraPosition);
            MyObjectData objectData = proxy.ObjectData;
            //objectData.LocalMatrix = worldMat;

            MyMapping mapping;

            mapping = MyMapping.MapDiscard(RC.Context, proxy.objectBuffer);
            void *ptr = &objectData;

            mapping.stream.Write(new IntPtr(ptr), 0, sizeof(MyObjectData));
            mapping.Unmap();

            RC.SetCB(MyCommon.OBJECT_SLOT, proxy.objectBuffer);

            RC.BindRawSRV(0, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_Texture, MyTextureEnum.COLOR_METAL, true)));

            RC.SetVB(0, stream.Buffer, stream.Stride);
            Context.DrawAuto();
            RC.Stats.DrawAuto++;
        }
Пример #4
0
        internal unsafe void RecordCommands(MyRenderableProxy proxy, VertexBufferId stream, int voxelMatId)
        {
            MyObjectData objectData = proxy.ObjectData;

            var foliageType = MyVoxelMaterials1.Table[voxelMatId].FoliageType;

            MyMapping mapping;

            mapping = MyMapping.MapDiscard(RC.Context, proxy.ObjectBuffer);
            void *ptr = &objectData;

            mapping.stream.Write(new IntPtr(ptr), 0, sizeof(MyObjectData));
            mapping.Unmap();

            RC.SetCB(MyCommon.OBJECT_SLOT, proxy.ObjectBuffer);

            RC.SetGS(m_GS[foliageType]);
            RC.SetPS(m_PS[foliageType]);

            if (MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray != null)
            {
                RC.BindRawSRV(0, MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray.ShaderView);
                RC.BindRawSRV(1, MyVoxelMaterials1.Table[voxelMatId].FoliageNormalTextureArray.ShaderView);
            }
            else
            {
                RC.BindRawSRV(0, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_Texture, MyTextureEnum.COLOR_METAL, true)));
                RC.BindRawSRV(1, MyTextures.GetView(MyTextures.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_NormalTexture, MyTextureEnum.NORMALMAP_GLOSS, true)));
            }

            RC.SetVB(0, stream.Buffer, stream.Stride);
            Context.DrawAuto();
            RC.Stats.DrawAuto++;
        }
        static void BindResourcesCommon()
        {
            RC.SetRS(MyRender11.m_nocullRasterizerState);
            RC.BindRawSRV(104, m_SB);
            RC.SetCB(2, m_cbCustomProjections);
            if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask)
            {
                RC.SetDS(MyDepthStencilState.StereoDefaultDepthState);
            }
            else
            {
                RC.SetDS(MyDepthStencilState.DefaultDepthState);
            }

            RC.SetCB(4, MyRender11.DynamicShadows.ShadowCascades.CascadeConstantBuffer);
            RC.DeviceContext.VertexShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, SamplerStates.m_shadowmap);
            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapArray.SRV);
            RC.DeviceContext.VertexShader.SetSamplers(0, SamplerStates.StandardSamplers);

            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT,
                                                            MyRender11.IsIntelBrokenCubemapsWorkaround ? MyTextures.GetView(MyTextures.IntelFallbackCubeTexId) : MyEnvironmentProbe.Instance.cubemapPrefiltered.SRV);
            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.SKYBOX2_IBL_SLOT,
                                                            MyTextures.GetView(MyTextures.GetTexture(MyRender11.Environment.NightSkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.SetVB(0, m_VB.Buffer, m_VB.Stride);
            RC.SetIB(m_IB.Buffer, m_IB.Format);
            RC.SetIL(m_inputLayout);
        }
Пример #6
0
        internal unsafe static void RenderSpotlights()
        {
            var coneMesh = MyMeshes.GetMeshId(X.TEXT("Models/Debug/Cone.mwm"));
            var buffers  = MyMeshes.GetLodMesh(coneMesh, 0).Buffers;

            RC.SetVB(0, buffers.VB0.Buffer, buffers.VB0.Stride);
            RC.SetIB(buffers.IB.Buffer, buffers.IB.Format);

            RC.SetVS(SpotlightProxyVs);
            RC.SetIL(SpotlightProxyIL);

            RC.SetRS(MyRender11.m_nocullRasterizerState);

            var cb = MyCommon.GetObjectCB(sizeof(SpotlightConstants));

            RC.SetCB(1, cb);
            RC.Context.PixelShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MyRender11.m_shadowmapSamplerState);

            int index       = 0;
            int casterIndex = 0;

            foreach (var id in VisibleSpotlights)
            {
                var mapping = MyMapping.MapDiscard(cb);
                mapping.stream.Write(MyLightRendering.Spotlights[index]);
                mapping.Unmap();

                RC.Context.PixelShader.SetShaderResource(13, MyTextures.GetView(MyLights.Spotlights[id.Index].ReflectorTexture));

                if (id.CastsShadows)
                {
                    RC.Context.PixelShader.SetShaderResource(14, MyShadows.ShadowmapsPool[casterIndex].ShaderView);
                    casterIndex++;
                }

                RC.SetPS(SpotlightPs_Pixel);
                if (MyRender11.MultisamplingEnabled)
                {
                    RC.SetDS(MyDepthStencilState.TestEdgeStencil, 0);
                }
                RC.Context.DrawIndexed(MyMeshes.GetLodMesh(coneMesh, 0).Info.IndicesNum, 0, 0);

                if (MyRender11.MultisamplingEnabled)
                {
                    RC.SetPS(SpotlightPs_Sample);
                    RC.SetDS(MyDepthStencilState.TestEdgeStencil, 0x80);
                    RC.Context.DrawIndexed(MyMeshes.GetLodMesh(coneMesh, 0).Info.IndicesNum, 0, 0);
                }

                index++;
            }

            if (MyRender11.MultisamplingEnabled)
            {
                RC.SetDS(MyDepthStencilState.DefaultDepthState);
            }

            RC.SetRS(null);
        }
Пример #7
0
        static void RenderDirectionalEnvironmentLight()
        {
            PixelShaderId directionalPixelShader;

            if (!MyRenderProxy.Settings.EnableShadows)
            {
                if (DirectionalEnvironmentLight_NoShadow == PixelShaderId.NULL)
                {
                    DirectionalEnvironmentLight_NoShadow = MyShaders.CreatePs("light_dir.hlsl", new[] { new ShaderMacro("NO_SHADOWS", null) });
                }

                directionalPixelShader = DirectionalEnvironmentLight_NoShadow;
            }
            else
            {
                directionalPixelShader = DirectionalEnvironmentLight_Pixel;
            }
            MySunlightConstantsLayout constants;

            constants.Direction = MyEnvironment.DirectionalLightDir;
            constants.Color     = MyEnvironment.DirectionalLightIntensity;

            var mapping = MyMapping.MapDiscard(m_sunlightConstants);

            mapping.WriteAndPosition(ref constants);
            mapping.Unmap();

            //context.VertexShader.Set(MyCommon.FullscreenShader.VertexShader);
            RC.SetPS(directionalPixelShader);
            RC.SetCB(1, m_sunlightConstants);
            RC.SetCB(4, MyRender11.DynamicShadows.ShadowCascades.CascadeConstantBuffer);
            RC.DeviceContext.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);
            RC.DeviceContext.PixelShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MyRender11.m_shadowmapSamplerState);

            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkybox, MyTextureEnum.CUBEMAP, true)));

            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT,
                                                           MyRender11.IsIntelBrokenCubemapsWorkaround ? MyTextures.GetView(MyTextures.IntelFallbackCubeTexId) : MyEnvironmentProbe.Instance.cubemapPrefiltered.ShaderView);
            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX2_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkybox, MyTextureEnum.CUBEMAP, true)));
            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX2_IBL_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapArray.ShaderView);
            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SHADOW_SLOT, MyRender11.PostProcessedShadows.ShaderView);

            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.AMBIENT_BRDF_LUT_SLOT,
                                                           MyCommon.GetAmbientBrdfLut());

            RC.BindSRV(MyCommon.AO_SLOT, MyScreenDependants.m_ambientOcclusion);

            MyScreenPass.RunFullscreenPixelFreq(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));
            if (MyRender11.MultisamplingEnabled)
            {
                RC.SetPS(DirectionalEnvironmentLight_Sample);
                MyScreenPass.RunFullscreenSampleFreq(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));
            }
        }
Пример #8
0
        internal void Init()
        {
            var srcData = MyTextures.Textures.Data[m_mergeList[0].Index];
            var srcDesc = MyTextures.GetView(m_mergeList[0]).Description;

            Size     = MyTextures.GetSize(m_mergeList[0]);
            ArrayLen = m_mergeList.Length;

            Texture2DDescription desc = new Texture2DDescription();

            desc.ArraySize                 = ArrayLen;
            desc.BindFlags                 = BindFlags.ShaderResource;
            desc.CpuAccessFlags            = CpuAccessFlags.None;
            desc.Format                    = srcDesc.Format;
            desc.Height                    = (int)Size.Y;
            desc.Width                     = (int)Size.X;
            desc.MipLevels                 = srcDesc.Texture2D.MipLevels;
            desc.SampleDescription.Count   = 1;
            desc.SampleDescription.Quality = 0;
            desc.Usage                     = ResourceUsage.Default;
            m_resource                     = new Texture2D(MyRender11.Device, desc);
            m_resource.DebugName           = m_debugName;

            // foreach mip
            var mipmaps = srcDesc.Texture2D.MipLevels;

            for (int a = 0; a < ArrayLen; a++)
            {
                var data  = MyTextures.Textures.Data[m_mergeList[a].Index];
                var tex2D = data.Resource as Texture2D;
                MyRenderProxy.Assert(tex2D != null, "MyTextureArray supports only 2D textures. Inconsistent texture: " + data.Name);
                bool consistent = tex2D.Description.Format == desc.Format && tex2D.Description.MipLevels == desc.MipLevels &&
                                  tex2D.Description.Width == desc.Width && tex2D.Description.Height == desc.Height;
                if (!consistent)
                {
                    string errorMsg = "All MyTextureArray has to have the same pixel format, width / height and # of mipmaps. Inconsistent textures: " + data.Name + " / " + srcData.Name;
                    MyRenderProxy.Error(errorMsg);
                    MyRender11.Log.WriteLine(errorMsg);
                }

                for (int m = 0; m < mipmaps; m++)
                {
                    MyRender11.DeviceContext.CopySubresourceRegion(tex2D, Resource.CalculateSubResourceIndex(m, 0, mipmaps), null, Resource,
                                                                   Resource.CalculateSubResourceIndex(m, a, mipmaps));
                }
            }

            m_Srv = new ShaderResourceView(MyRender11.Device, Resource);
        }
Пример #9
0
        internal MyTextureArray(TexId[] mergeList, string debugName)
        {
            var srcDesc = MyTextures.GetView(mergeList[0]).Description;

            Size     = MyTextures.GetSize(mergeList[0]);
            ArrayLen = mergeList.Length;

            Texture2DDescription desc = new Texture2DDescription();

            desc.ArraySize                 = ArrayLen;
            desc.BindFlags                 = BindFlags.ShaderResource;
            desc.CpuAccessFlags            = CpuAccessFlags.None;
            desc.Format                    = srcDesc.Format;
            desc.Height                    = (int)Size.Y;
            desc.Width                     = (int)Size.X;
            desc.MipLevels                 = srcDesc.Texture2D.MipLevels;
            desc.SampleDescription.Count   = 1;
            desc.SampleDescription.Quality = 0;
            desc.Usage                     = ResourceUsage.Default;
            m_resource                     = new Texture2D(MyRender11.Device, desc);
            m_resource.DebugName           = debugName;

            // foreach mip
            var mipmaps = desc.MipLevels;// (int)Math.Log(Size.X, 2) + 1;

            for (int a = 0; a < ArrayLen; a++)
            {
                var tex2D = MyTextures.Textures.Data[mergeList[a].Index].Resource as Texture2D;
                MyRenderProxy.Assert(tex2D != null, "MyTextureArray supports only 2D textures");
                MyRenderProxy.Assert(tex2D.Description.Format == desc.Format && tex2D.Description.MipLevels == desc.MipLevels &&
                                     tex2D.Description.Width == desc.Width && tex2D.Description.Height == desc.Height,
                                     "All MyTextureArray has to have the same pixel format, width / height and # of mipmaps.");

                for (int m = 0; m < mipmaps; m++)
                {
                    if (((Texture2D)MyTextures.Textures.Data[mergeList[a].Index].Resource).Description.Format != ((Texture2D)Resource).Description.Format)
                    {
                        MyRender11.Log.WriteLine(String.Format("Inconsistent format in textures array {0}", MyTextures.Textures.Data[mergeList[a].Index].Name));
                    }

                    MyRender11.DeviceContext.CopySubresourceRegion(MyTextures.Textures.Data[mergeList[a].Index].Resource, Resource.CalculateSubResourceIndex(m, 0, mipmaps), null, Resource,
                                                                   Resource.CalculateSubResourceIndex(m, a, mipmaps));
                }
            }

            ShaderView = new ShaderResourceView(MyRender11.Device, Resource);
        }
Пример #10
0
        static void RenderDirectionalEnvironmentLight()
        {
            MySunlightConstantsLayout constants;

            constants.Direction = MyEnvironment.DirectionalLightDir;
            constants.Color     = MyEnvironment.DirectionalLightIntensity;

            var mapping = MyMapping.MapDiscard(m_sunlightConstants);

            mapping.stream.Write(constants);
            mapping.Unmap();

            //context.VertexShader.Set(MyCommon.FullscreenShader.VertexShader);
            RC.SetPS(DirectionalEnvironmentLight_Pixel);
            RC.SetCB(1, m_sunlightConstants);
            RC.SetCB(4, MyShadows.m_csmConstants);
            RC.Context.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);
            RC.Context.PixelShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MyRender11.m_shadowmapSamplerState);
            RC.Context.PixelShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, MyShadows.m_cascadeShadowmapArray.ShaderView);

            var z = Vector4.Transform(new Vector4(0.5f, 0.5f, -MyEnvironment.FarClipping, 1), MyEnvironment.Projection);


            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkybox, MyTextureEnum.CUBEMAP, true)));
            //RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT,
                                                     MyRender11.IsIntelBrokenCubemapsWorkaround ? MyTextures.GetView(MyTextures.IntelFallbackCubeTexId) : MyGeometryRenderer.m_envProbe.cubemapPrefiltered.ShaderView);
            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX2_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkybox, MyTextureEnum.CUBEMAP, true)));
            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX2_IBL_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.Context.PixelShader.SetShaderResource(MyCommon.SHADOW_SLOT, MyRender11.m_shadowsHelper.ShaderView);

            RC.Context.PixelShader.SetShaderResource(MyCommon.AMBIENT_BRDF_LUT_SLOT,
                                                     MyCommon.GetAmbientBrdfLut());

            RC.BindSRV(MyCommon.AO_SLOT, MyScreenDependants.m_ambientOcclusion);

            MyScreenPass.RunFullscreenPixelFreq(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));
            if (MyRender11.MultisamplingEnabled)
            {
                RC.SetPS(DirectionalEnvironmentLight_Sample);
                MyScreenPass.RunFullscreenSampleFreq(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));
            }
        }
Пример #11
0
        internal unsafe static void RunForwardPostprocess(RenderTargetView rt, ShaderResourceView depth, ref Matrix viewMatrix, uint?atmosphereId)
        {
            var mapping = MyMapping.MapDiscard(RC.Context, MyCommon.ProjectionConstants);

            mapping.stream.Write(Matrix.Transpose(viewMatrix));
            mapping.Unmap();

            RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.SetCB(MyCommon.PROJECTION_SLOT, MyCommon.ProjectionConstants);

            RC.Context.OutputMerger.SetTargets(rt);
            RC.Context.PixelShader.SetShaderResource(0, depth);
            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkybox, MyTextureEnum.CUBEMAP, true)));
            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX2_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkybox, MyTextureEnum.CUBEMAP, true)));
            RC.Context.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);
            RC.Context.PixelShader.Set(m_ps);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(256, 256));

            RC.Context.OutputMerger.SetTargets(null as RenderTargetView);
        }
        internal unsafe static void Render(MyBindableResource dst, MyBindableResource depth, MyBindableResource depthRead)
        {
            MyRender11.GetRenderProfiler().StartProfilingBlock("Gather");
            Gather();
            MyRender11.GetRenderProfiler().EndProfilingBlock();


            MyRender11.GetRenderProfiler().StartProfilingBlock("Draw");
            TransferData();

            RC.SetupScreenViewport();
            RC.BindDepthRT(depth, DepthStencilAccess.ReadOnly, dst);
            RC.SetBS(MyRender11.BlendAlphaPremult);
            RC.SetRS(MyRender11.m_nocullRasterizerState);
            RC.BindRawSRV(104, m_SB.Srv);
            RC.BindSRV(1, depthRead);
            RC.SetCB(2, MyCommon.GetObjectCB(sizeof(Matrix) * MaxCustomProjections));
            RC.SetDS(MyDepthStencilState.DefaultDepthState);

            RC.SetCB(4, MyShadows.m_csmConstants);
            RC.Context.VertexShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MyRender11.m_shadowmapSamplerState);
            RC.Context.VertexShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, MyShadows.m_cascadeShadowmapArray.ShaderView);
            RC.Context.VertexShader.SetSamplers(0, MyRender11.StandardSamplers);


            RC.Context.VertexShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));
            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX2_IBL_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.SetVB(0, m_VB.Buffer, m_VB.Stride);
            RC.SetIB(m_IB.Buffer, m_IB.Format);

            RC.SetIL(m_inputLayout);

            for (int i = 0; i < m_batches.Count; i++)
            {
                // first part of batches contain sorted billboards and they read depth
                // second part of batches contain unsorted billboards and they ignore depth
                // switch here:
                if (m_batches[i].Offset == m_sortedBillboardsNum)
                {
                    //RC.BindDepthRT(null, DepthStencilAccess.ReadOnly, dst);
                }

                if (m_batches[i].Lit)
                {
                    RC.SetVS(m_vsLit);
                    RC.SetPS(m_psLit);
                }
                else
                {
                    RC.SetVS(m_vs);
                    RC.SetPS(m_ps);
                }

                RC.BindRawSRV(0, m_batches[i].Texture);
                RC.Context.DrawIndexed(m_batches[i].Num * 6, m_batches[i].Offset * 6, 0);
            }

            RC.SetRS(null);
            m_batches.Clear();
            MyRender11.GetRenderProfiler().EndProfilingBlock();
        }
        static void Gather()
        {
            // counting sorted billboards
            m_batches.Clear();
            m_sortedNum = 0;

            PreGatherList(MyRenderProxy.BillboardsRead);
            PreGatherList(m_billboardsOnce);

            m_sortedBillboardsNum = m_sortedNum;

            m_unsorted = 0;
            m_sorted   = 0;

            GatherList(MyRenderProxy.BillboardsRead);
            GatherList(m_billboardsOnce);

            Array.Sort(m_sortBuffer, 0, m_sortedNum);
            //Array.Reverse(m_sortBuffer, 0, m_sortedNum);
            //Array.Sort(m_sortBuffer, m_sortedNum, m_unsorted);

            var N = m_sorted + m_unsorted;

            var batch = new MyBillboardBatch();
            //MyAssetTexture prevTexture = null;
            var prevTexId     = TexId.NULL;
            int currentOffset = 0;

            if (N > 0)
            {
                var material = MyTransparentMaterials.GetMaterial(m_sortBuffer[0].Material);

                if (material.UseAtlas)
                {
                    var item = m_atlasedTextures[material.Texture];
                    prevTexId = item.TextureId;
                }
                else
                {
                    PreloadTexture(material.Texture);
                    //prevTexture = MyTextureManager.GetTextureFast(material.Texture);
                    prevTexId = MyTextures.GetTexture(material.Texture, MyTextureEnum.GUI, true);
                }
            }

            TexId batchTexId = TexId.NULL;
            MyTransparentMaterial prevMaterial = null;

            for (int i = 0; i < N; i++)
            {
                var billboard = m_sortBuffer[i];
                var material  = MyTransparentMaterials.GetMaterial(billboard.Material);

                var billboardData = new MyBillboardData();

                billboardData.CustomProjectionID = billboard.CustomViewProjection;
                billboardData.Color = billboard.Color;
                if (material.UseAtlas)
                {
                    var atlasItem = m_atlasedTextures[material.Texture];
                    //billboardData.UvModifiers = new HalfVector4(atlasItem.UvOffsetScale);
                    batchTexId = atlasItem.TextureId;
                }
                else
                {
                    batchTexId = MyTextures.GetTexture(material.Texture, MyTextureEnum.GUI, true);
                }

                billboardData.Reflective = billboard.Reflectivity;
                Vector3D pos0 = billboard.Position0;
                Vector3D pos1 = billboard.Position1;
                Vector3D pos2 = billboard.Position2;
                Vector3D pos3 = billboard.Position3;

                if (billboard.ParentID != -1)
                {
                    if (MyIDTracker <MyActor> .FindByID((uint)billboard.ParentID) != null)
                    {
                        var matrix = MyIDTracker <MyActor> .FindByID((uint)billboard.ParentID).WorldMatrix;

                        Vector3D.Transform(ref pos0, ref matrix, out pos0);
                        Vector3D.Transform(ref pos1, ref matrix, out pos1);
                        Vector3D.Transform(ref pos2, ref matrix, out pos2);
                        Vector3D.Transform(ref pos3, ref matrix, out pos3);
                    }
                }

                if (billboard.CustomViewProjection != -1)
                {
                    var billboardViewProjection = MyRenderProxy.BillboardsViewProjectionRead[billboard.CustomViewProjection];

                    //pos0 -= MyEnvironment.CameraPosition;
                    //pos1 -= MyEnvironment.CameraPosition;
                    //pos2 -= MyEnvironment.CameraPosition;
                    //pos3 -= MyEnvironment.CameraPosition;
                }
                else
                {
                    pos0 -= MyEnvironment.CameraPosition;
                    pos1 -= MyEnvironment.CameraPosition;
                    pos2 -= MyEnvironment.CameraPosition;
                    pos3 -= MyEnvironment.CameraPosition;
                }

                var normal = Vector3.Cross(pos1 - pos0, pos2 - pos0);
                normal.Normalize();

                billboardData.Normal = normal;

                m_vertexData[i * 4 + 0].Position = pos0;
                m_vertexData[i * 4 + 1].Position = pos1;
                m_vertexData[i * 4 + 2].Position = pos2;
                m_vertexData[i * 4 + 3].Position = pos3;

                var uv0 = new Vector2(material.UVOffset.X + billboard.UVOffset.X, material.UVOffset.Y + billboard.UVOffset.Y);
                var uv1 = new Vector2(material.UVOffset.X + material.UVSize.X + billboard.UVOffset.X, material.UVOffset.Y + billboard.UVOffset.Y);
                var uv2 = new Vector2(material.UVOffset.X + material.UVSize.X + billboard.UVOffset.X, material.UVOffset.Y + material.UVSize.Y + billboard.UVOffset.Y);
                var uv3 = new Vector2(material.UVOffset.X + billboard.UVOffset.X, material.UVOffset.Y + material.UVSize.Y + billboard.UVOffset.Y);

                if (material.UseAtlas)
                {
                    var atlasItem = m_atlasedTextures[material.Texture];

                    uv0 = uv0 * new Vector2(atlasItem.UvOffsetScale.Z, atlasItem.UvOffsetScale.W) + new Vector2(atlasItem.UvOffsetScale.X, atlasItem.UvOffsetScale.Y);
                    uv1 = uv1 * new Vector2(atlasItem.UvOffsetScale.Z, atlasItem.UvOffsetScale.W) + new Vector2(atlasItem.UvOffsetScale.X, atlasItem.UvOffsetScale.Y);
                    uv2 = uv2 * new Vector2(atlasItem.UvOffsetScale.Z, atlasItem.UvOffsetScale.W) + new Vector2(atlasItem.UvOffsetScale.X, atlasItem.UvOffsetScale.Y);
                    uv3 = uv3 * new Vector2(atlasItem.UvOffsetScale.Z, atlasItem.UvOffsetScale.W) + new Vector2(atlasItem.UvOffsetScale.X, atlasItem.UvOffsetScale.Y);
                }

                m_vertexData[i * 4 + 0].Texcoord = new HalfVector2(uv0);
                m_vertexData[i * 4 + 1].Texcoord = new HalfVector2(uv1);
                m_vertexData[i * 4 + 2].Texcoord = new HalfVector2(uv2);
                m_vertexData[i * 4 + 3].Texcoord = new HalfVector2(uv3);

                pos0.AssertIsValid();
                pos1.AssertIsValid();
                pos2.AssertIsValid();
                pos3.AssertIsValid();


                MyTriangleBillboard triBillboard = billboard as MyTriangleBillboard;
                if (triBillboard != null)
                {
                    m_vertexData[i * 4 + 3].Position = pos2; // second triangle will die in rasterizer

                    m_vertexData[i * 4 + 0].Texcoord = new HalfVector2(triBillboard.UV0);
                    m_vertexData[i * 4 + 1].Texcoord = new HalfVector2(triBillboard.UV1);
                    m_vertexData[i * 4 + 2].Texcoord = new HalfVector2(triBillboard.UV2);

                    billboardData.Normal = triBillboard.Normal0; // pew pew pew :O
                }

                m_billboardData[i] = billboardData;

                bool closeBatch = (batchTexId != prevTexId) || ((i == m_sortedNum) && (i > 0));

                if (closeBatch)
                {
                    batch = new MyBillboardBatch();

                    batch.Offset  = currentOffset;
                    batch.Num     = i - currentOffset;
                    batch.Texture = prevTexId != TexId.NULL ? MyTextures.Views[prevTexId.Index] : null;

                    batch.Lit = prevMaterial.CanBeAffectedByOtherLights;

                    m_batches.Add(batch);
                    currentOffset = i;
                }

                prevTexId    = batchTexId;
                prevMaterial = material;
            }

            if (N > 0)
            {
                batch         = new MyBillboardBatch();
                batch.Offset  = currentOffset;
                batch.Num     = N - currentOffset;
                batch.Texture = prevTexId != TexId.NULL ? MyTextures.GetView(prevTexId) : null;

                batch.Lit = prevMaterial.CanBeAffectedByOtherLights;

                m_batches.Add(batch);
            }
        }
Пример #14
0
 internal static ShaderResourceView GetAmbientBrdfLut()
 {
     return(MyTextures.GetView(MyTextures.GetTexture("Textures/Miscellaneous/ambient_brdf.dds", MyTextureEnum.CUSTOM, true)));
 }
Пример #15
0
        internal unsafe static void RunForwardPostprocess(RenderTargetView rt, ShaderResourceView depth, ref Matrix viewMatrix, uint?atmosphereId)
        {
            var transpose = Matrix.Transpose(viewMatrix);
            var mapping   = MyMapping.MapDiscard(RC.DeviceContext, MyCommon.ProjectionConstants);

            mapping.WriteAndPosition(ref transpose);
            mapping.Unmap();

            RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.SetCB(MyCommon.PROJECTION_SLOT, MyCommon.ProjectionConstants);

            RC.DeviceContext.OutputMerger.SetTargets(rt);
            RC.DeviceContext.PixelShader.SetShaderResource(0, depth);
            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkybox, MyTextureEnum.CUBEMAP, true)));
            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX2_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkybox, MyTextureEnum.CUBEMAP, true)));
            RC.DeviceContext.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);
            RC.DeviceContext.PixelShader.Set(m_ps);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(256, 256));

            if (atmosphereId != null)
            {
                var atmosphere = MyAtmosphereRenderer.GetAtmosphere(atmosphereId.Value);
                var constants  = new AtmosphereConstants();
                //TODO(AF) These values are computed in MyAtmosphere as well. Find a way to remove the duplication
                var worldMatrix = atmosphere.WorldMatrix;
                worldMatrix.Translation -= MyEnvironment.CameraPosition;

                double distance       = worldMatrix.Translation.Length();
                double atmosphereTop  = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier * atmosphere.PlanetScaleFactor * atmosphere.Settings.RayleighTransitionModifier;
                float  rayleighHeight = atmosphere.Settings.RayleighHeight;
                float  t = 0.0f;
                if (distance > atmosphereTop)
                {
                    if (distance > atmosphereTop * 2.0f)
                    {
                        t = 1.0f;
                    }
                    else
                    {
                        t = (float)((distance - atmosphereTop) / atmosphereTop);
                    }
                }
                rayleighHeight = MathHelper.Lerp(atmosphere.Settings.RayleighHeight, atmosphere.Settings.RayleighHeightSpace, t);


                constants.PlanetCentre           = (Vector3)worldMatrix.Translation;
                constants.AtmosphereRadius       = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier;
                constants.GroundRadius           = atmosphere.PlanetRadius * 1.01f * atmosphere.Settings.SeaLevelModifier;
                constants.BetaRayleighScattering = atmosphere.BetaRayleighScattering / atmosphere.Settings.RayleighScattering;
                constants.BetaMieScattering      = atmosphere.BetaMieScattering / atmosphere.Settings.MieColorScattering;
                constants.HeightScaleRayleighMie = atmosphere.HeightScaleRayleighMie * new Vector2(rayleighHeight, atmosphere.Settings.MieHeight);
                constants.MieG = atmosphere.Settings.MieG;
                constants.PlanetScaleFactor     = atmosphere.PlanetScaleFactor;
                constants.AtmosphereScaleFactor = atmosphere.AtmosphereScaleFactor;
                constants.Intensity             = atmosphere.Settings.Intensity;
                constants.FogIntensity          = atmosphere.Settings.FogIntensity;

                var cb = MyCommon.GetObjectCB(sizeof(AtmosphereConstants));

                mapping = MyMapping.MapDiscard(RC.DeviceContext, cb);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.SetBS(MyRender11.BlendAdditive);
                RC.SetCB(2, cb);
                RC.DeviceContext.PixelShader.SetShaderResource(2, MyAtmosphereRenderer.GetAtmosphereLuts(atmosphereId.Value).TransmittanceLut.ShaderView);
                RC.DeviceContext.PixelShader.Set(m_atmosphere);

                MyScreenPass.DrawFullscreenQuad(new MyViewport(MyEnvironmentProbe.CubeMapResolution, MyEnvironmentProbe.CubeMapResolution));
            }

            RC.DeviceContext.OutputMerger.SetTargets(null as RenderTargetView);
        }
Пример #16
0
        unsafe static void DrawBatches(MyRenderContext RC, MyStringId material, int matIndex, bool transparent)
        {
            if (m_jobs.Count == 0)
            {
                return;
            }

            var matDesc            = m_materials[material][matIndex];
            MyScreenDecalType type = matDesc.DecalType;

            if (transparent)
            {
                // Always fallback to colormap for transparent surface decals
                type = MyScreenDecalType.ColorMap;
            }

            switch (type)
            {
            case MyScreenDecalType.NormalMap:
                BindResources(RC);
                RC.SetPS(m_psNormalMap);
                RC.SetBS(MyRender11.BlendDecalNormal);
                break;

            case MyScreenDecalType.ColorMap:
                if (transparent)
                {
                    BindResourcesTransparentBillboards(RC);
                    RC.SetPS(m_psColorMapTransparent);
                }
                else
                {
                    BindResources(RC);
                    RC.SetPS(m_psColorMap);
                    RC.SetBS(MyRender11.BlendDecalColor);
                }
                break;

            case MyScreenDecalType.NormalColorMap:
                BindResources(RC);
                RC.SetPS(m_psNormalColorMap);
                RC.SetBS(MyRender11.BlendDecalNormalColor);
                break;

            case MyScreenDecalType.NormalColorExtMap:
                BindResources(RC);
                RC.SetPS(m_psNormalColorExtMap);
                RC.SetBS(MyRender11.BlendDecalNormalColorExt);
                break;

            default:
                throw new Exception("Unknown decal type");
            }

            // factor 1 makes overwriting of gbuffer color & subtracting from ao
            RC.DeviceContext.PixelShader.SetShaderResource(3, MyTextures.GetView(matDesc.AlphamaskTexture));
            RC.DeviceContext.PixelShader.SetShaderResource(4, MyTextures.GetView(matDesc.ColorMetalTexture));
            RC.DeviceContext.PixelShader.SetShaderResource(5, MyTextures.GetView(matDesc.NormalmapTexture));
            RC.DeviceContext.PixelShader.SetShaderResource(6, MyTextures.GetView(matDesc.ExtensionsTexture));

            var decalCb = MyCommon.GetObjectCB(sizeof(MyDecalConstants) * DECAL_BATCH_SIZE);

            int batchCount = m_jobs.Count / DECAL_BATCH_SIZE + 1;
            int offset     = 0;

            for (int i1 = 0; i1 < batchCount; i1++)
            {
                var mapping = MyMapping.MapDiscard(decalCb);

                int leftDecals = m_jobs.Count - offset;
                int decalCount = leftDecals > DECAL_BATCH_SIZE ? DECAL_BATCH_SIZE : leftDecals;
                for (int i2 = 0; i2 < decalCount; ++i2)
                {
                    MyDecalConstants constants = new MyDecalConstants();
                    EncodeJobConstants(i2, ref constants);
                    mapping.WriteAndPosition(ref constants);
                }

                mapping.Unmap();

                // Draw a box without buffer: 36 vertices -> 12 triangles. 2 triangles per face -> 6 faces
                MyImmediateRC.RC.DeviceContext.DrawIndexed(36 * decalCount, 0, 0);

                offset += DECAL_BATCH_SIZE;
            }
        }
Пример #17
0
        unsafe static void DrawBatches(MyRenderContext RC, MyStringId material)
        {
            if (m_matrices.Count == 0)
            {
                return;
            }

            var matDesc = m_materials[material];

            switch (matDesc.DecalType)
            {
            case MyScreenDecalType.NormalMap:
                BindResources(RC, false);
                RC.SetPS(m_psNormalMap);
                RC.SetBS(MyRender11.BlendDecalNormal);
                break;

            case MyScreenDecalType.ColorMap:
                BindResources(RC, true);
                RC.SetPS(m_psColorMap);
                RC.SetBS(MyRender11.BlendDecalColor);
                break;

            case MyScreenDecalType.NormalColorMap:
                BindResources(RC, false);
                RC.SetPS(m_psNormalColorMap);
                RC.SetBS(MyRender11.BlendDecalNormalColor);
                break;

            default:
                throw new Exception("Unknown decal type");
            }

            // factor 1 makes overwriting of gbuffer color & subtracting from ao
            RC.DeviceContext.PixelShader.SetShaderResource(3, MyTextures.GetView(matDesc.AlphamaskTexture));
            RC.DeviceContext.PixelShader.SetShaderResource(4, MyTextures.GetView(matDesc.ColorMetalTexture));
            RC.DeviceContext.PixelShader.SetShaderResource(5, MyTextures.GetView(matDesc.NormalmapTexture));

            var decalCb = MyCommon.GetObjectCB(sizeof(MyDecalConstants) * DECAL_BATCH_SIZE);

            int batchCount = m_matrices.Count / DECAL_BATCH_SIZE + 1;
            int offset     = 0;

            for (int i1 = 0; i1 < batchCount; i1++)
            {
                var mapping = MyMapping.MapDiscard(decalCb);

                int leftDecals = m_matrices.Count - offset;
                int decalCount = leftDecals > DECAL_BATCH_SIZE ? DECAL_BATCH_SIZE : leftDecals;
                for (int i2 = 0; i2 < decalCount; ++i2)
                {
                    Matrix worldMatrix            = Matrix.Transpose(m_matrices[i2]);
                    Matrix transposeInverseMatrix = Matrix.Transpose(Matrix.Invert(m_matrices[i2]));
                    mapping.WriteAndPosition(ref worldMatrix);
                    mapping.WriteAndPosition(ref transposeInverseMatrix);
                }

                mapping.Unmap();

                // Draw a box without buffer: 36 vertices -> 12 triangles. 2 triangles per face -> 6 faces
                MyImmediateRC.RC.DeviceContext.DrawIndexed(36 * decalCount, 0, 0);

                offset += DECAL_BATCH_SIZE;
            }

            m_matrices.Clear();
        }
Пример #18
0
        internal unsafe static void Render(MyBindableResource dst, MyBindableResource depth, MyBindableResource depthRead)
        {
            if (!MyRender11.DebugOverrides.BillboardsDynamic)
            {
                OnFrameStart();
            }

            m_stats.Clear();
            MyRender11.GetRenderProfiler().StartProfilingBlock("Gather");
            Gather();
            MyRender11.GetRenderProfiler().EndProfilingBlock();

            MyRender11.GetRenderProfiler().StartProfilingBlock("Draw");
            TransferData();

            RC.SetupScreenViewport();
            RC.BindDepthRT(depth, DepthStencilAccess.ReadOnly, dst);
            RC.SetBS(MyRender11.BlendAlphaPremult);
            RC.SetRS(MyRender11.m_nocullRasterizerState);
            RC.BindRawSRV(104, m_SB);
            RC.BindSRV(1, depthRead);
            RC.SetCB(2, MyCommon.GetObjectCB(sizeof(Matrix) * MaxCustomProjections));
            RC.SetDS(MyDepthStencilState.DefaultDepthState);

            RC.SetCB(4, MyRender11.DynamicShadows.ShadowCascades.CascadeConstantBuffer);
            RC.DeviceContext.VertexShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, SamplerStates.m_shadowmap);
            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.CASCADES_SM_SLOT, MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapArray.SRV);
            RC.DeviceContext.VertexShader.SetSamplers(0, SamplerStates.StandardSamplers);

            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.SKYBOX_IBL_SLOT,
                                                            MyRender11.IsIntelBrokenCubemapsWorkaround ? MyTextures.GetView(MyTextures.IntelFallbackCubeTexId) : MyEnvironmentProbe.Instance.cubemapPrefiltered.SRV);
            RC.DeviceContext.VertexShader.SetShaderResource(MyCommon.SKYBOX2_IBL_SLOT,
                                                            MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkyboxPrefiltered, MyTextureEnum.CUBEMAP, true)));

            RC.SetVB(0, m_VB.Buffer, m_VB.Stride);
            RC.SetIB(m_IB.Buffer, m_IB.Format);

            RC.SetIL(m_inputLayout);

            for (int i = 0; i < m_batches.Count; i++)
            {
                // first part of batches contain sorted billboards and they read depth
                // second part of batches contain unsorted billboards and they ignore depth
                // switch here:
                if (m_batches[i].Offset == m_sortedBillboardsNum)
                {
                    //RC.BindDepthRT(null, DepthStencilAccess.ReadOnly, dst);
                }

                if (m_batches[i].Lit)
                {
                    RC.SetVS(m_vsLit);

                    if (m_batches[i].AlphaCutout)
                    {
                        RC.SetPS(m_psAlphaCutoutAndLit);
                    }
                    else
                    {
                        RC.SetPS(m_psLit);
                    }
                }
                else
                if (m_batches[i].AlphaCutout)
                {
                    RC.SetVS(m_vs);
                    RC.SetPS(m_psAlphaCutout);
                }
                else
                {
                    RC.SetVS(m_vs);
                    RC.SetPS(m_ps);
                }

                RC.BindRawSRV(0, m_batches[i].Texture);
                RC.DeviceContext.DrawIndexed(m_batches[i].Num * 6, m_batches[i].Offset * 6, 0);
                ++RC.Stats.BillboardDrawIndexed;
            }
            m_stats.Billboards += m_sorted + m_unsorted;

            RC.SetRS(null);
            RC.SetBS(null);
            m_batches.Clear();
            MyRender11.GatherStats(m_stats);
            MyRender11.GetRenderProfiler().EndProfilingBlock();
        }
Пример #19
0
        // can be on another job
        internal unsafe static void Draw()
        {
            var decals = IdIndex.Values.ToArray();

            // sort visible decals by material
            Array.Sort(decals, DecalsMaterialComparer);

            ///
            // copy gbuffer with normals for read (uhoh)
            // bind copy and depth for read
            // bind gbuffer for write

            var RC = MyImmediateRC.RC;

            RC.Context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            RC.SetIB(m_IB.Buffer, m_IB.Format);
            RC.SetIL(null);
            RC.Context.Rasterizer.SetViewport(0, 0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y);
            RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.BindDepthRT(
                MyGBuffer.Main.Get(MyGbufferSlot.DepthStencil), DepthStencilAccess.DepthReadOnly,
                MyGBuffer.Main.Get(MyGbufferSlot.GBuffer0),
                MyGBuffer.Main.Get(MyGbufferSlot.GBuffer1),
                MyGBuffer.Main.Get(MyGbufferSlot.GBuffer2));
            RC.SetVS(m_vs);
            RC.SetPS(m_ps);
            RC.SetDS(MyDepthStencilState.DepthTest);
            RC.Context.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);

            RC.BindSRV(0, MyGBuffer.Main.DepthStencil.Depth);
            RC.Context.PixelShader.SetShaderResources(1, MyRender11.m_gbuffer1Copy.ShaderView);

            var decalCb = MyCommon.GetObjectCB(sizeof(MyDecalConstants) * MAX_DECALS);

            RC.SetCB(2, decalCb);

            var prevMaterial            = new MyStringId();
            MyScreenDecalType decalType = MyScreenDecalType.ScreenDecalBump;

            for (int i = 0; i < decals.Length; ++i)
            {
                var index = decals[i];

                var material = Decals.Data[index].Material;
                if (i == 0 || material != prevMaterial)
                {
                    DrawBatch(decalType);

                    var matDesc = Materials[material];

                    decalType = matDesc.DecalType;
                    // factor 1 makes overwriting of gbuffer color & subtracting from ao
                    RC.SetBS(MyRender11.BlendDecal, matDesc.DecalType == MyScreenDecalType.ScreenDecalBump ? new SharpDX.Color4(0) : SharpDX.Color4.White);
                    RC.Context.PixelShader.SetShaderResources(3, MyTextures.GetView(matDesc.AlphamaskTexture), MyTextures.GetView(matDesc.ColorMetalTexture), MyTextures.GetView(matDesc.NormalmapTexture));
                }

                var parent = MyIDTracker <MyActor> .FindByID(Decals.Data[index].ParentID);

                if (parent != null)
                {
                    var parentMatrix = parent.WorldMatrix;
                    var volumeMatrix = Decals.Data[index].LocalOBB * parentMatrix * Matrix.CreateTranslation(-MyEnvironment.CameraPosition);

                    m_matrices.Add(volumeMatrix);
                }
            }
            DrawBatch(decalType);

            RC.SetBS(null);
        }
        internal static void RenderColoredTextures(List <renderColoredTextureProperties> texturesToRender)
        {
            if (texturesToRender.Count == 0)
            {
                return;
            }

            if (!m_initialized)
            {
                Init();
            }

            const int RENDER_TEXTURE_RESOLUTION = 512;

            RC.DeviceContext.OutputMerger.BlendState = null;
            RC.SetIL(null);

            RC.SetPS(m_ps);
            RC.SetCB(0, MyCommon.FrameConstants);
            RC.SetCB(1, m_cb);

            Dictionary <Vector2I, MyRenderTarget> createdRenderTextureTargets = new Dictionary <Vector2I, MyRenderTarget>();

            foreach (var texture in texturesToRender)
            {
                TexId texId = MyTextures.GetTexture(texture.TextureName, MyTextureEnum.COLOR_METAL, true);
                if (texId == TexId.NULL)
                {
                    continue;
                }

                Vector2  texSize = MyTextures.GetSize(texId);
                Vector2I renderTargetResolution = new Vector2I(RENDER_TEXTURE_RESOLUTION, RENDER_TEXTURE_RESOLUTION);
                if (texSize.Y > 0)
                {
                    if (texSize.Y < RENDER_TEXTURE_RESOLUTION)
                    {
                        renderTargetResolution.X = (int)texSize.X;
                        renderTargetResolution.Y = (int)texSize.Y;
                    }
                    else
                    {
                        renderTargetResolution.X *= (int)(texSize.X / texSize.Y);
                    }
                }

                MyViewport viewport = new MyViewport(renderTargetResolution.X, renderTargetResolution.Y);

                MyRenderTarget renderTexture = null;
                if (!createdRenderTextureTargets.TryGetValue(renderTargetResolution, out renderTexture))
                {
                    renderTexture = new MyRenderTarget(renderTargetResolution.X, renderTargetResolution.Y, SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, 1, 0);
                    createdRenderTextureTargets[renderTargetResolution] = renderTexture;
                }

                RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, renderTexture);

                // Set color
                var     mapping = MyMapping.MapDiscard(m_cb);
                Vector4 color   = new Vector4(texture.ColorMaskHSV, 1);
                mapping.WriteAndPosition(ref color);
                mapping.Unmap();

                // Set texture
                RC.DeviceContext.PixelShader.SetShaderResource(0, MyTextures.GetView(texId));

                // Draw
                MyScreenPass.DrawFullscreenQuad(viewport);

                // Save to file
                MyTextureData.ToFile(renderTexture.GetHWResource(), texture.PathToSave, ImageFileFormat.Png);
            }

            texturesToRender.Clear();

            foreach (var texture in createdRenderTextureTargets)
            {
                texture.Value.Release();
            }
            createdRenderTextureTargets.Clear();

            RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, null);
            RC.BindGBufferForRead(0, MyGBuffer.Main);
        }
Пример #21
0
        internal unsafe static void RenderSpotlights()
        {
            RC.BindDepthRT(MyGBuffer.Main.Get(MyGbufferSlot.DepthStencil), DepthStencilAccess.ReadOnly, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));
            RC.DeviceContext.Rasterizer.SetViewport(0, 0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y);
            RC.DeviceContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;

            var coneMesh = MyMeshes.GetMeshId(X.TEXT("Models/Debug/Cone.mwm"));
            var buffers  = MyMeshes.GetLodMesh(coneMesh, 0).Buffers;

            RC.SetVB(0, buffers.VB0.Buffer, buffers.VB0.Stride);
            RC.SetIB(buffers.IB.Buffer, buffers.IB.Format);

            RC.SetVS(SpotlightProxyVs);
            RC.SetIL(SpotlightProxyIL);

            RC.SetRS(MyRender11.m_invTriRasterizerState);

            var cb = MyCommon.GetObjectCB(sizeof(SpotlightConstants));

            RC.SetCB(1, cb);
            RC.DeviceContext.PixelShader.SetSampler(13, MyRender11.m_alphamaskSamplerState);
            RC.DeviceContext.PixelShader.SetSampler(14, MyRender11.m_shadowmapSamplerState);
            RC.DeviceContext.PixelShader.SetSampler(15, MyRender11.m_shadowmapSamplerState);

            int index       = 0;
            int casterIndex = 0;

            foreach (var id in VisibleSpotlights)
            {
                MyLights.WriteSpotlightConstants(id, ref Spotlights[index]);

                var mapping = MyMapping.MapDiscard(cb);
                mapping.WriteAndPosition(ref Spotlights[index]);
                mapping.Unmap();

                RC.DeviceContext.PixelShader.SetShaderResource(13, MyTextures.GetView(MyLights.Spotlights[id.Index].ReflectorTexture));

                if (id.CastsShadowsThisFrame)
                {
                    RC.DeviceContext.PixelShader.SetShaderResource(14, MyRender11.DynamicShadows.ShadowmapsPool[casterIndex].ShaderView);
                    casterIndex++;
                }

                RC.SetPS(SpotlightPs_Pixel);
                if (MyRender11.MultisamplingEnabled)
                {
                    RC.SetDS(MyDepthStencilState.TestEdgeStencil, 0);
                }
                RC.DeviceContext.DrawIndexed(MyMeshes.GetLodMesh(coneMesh, 0).Info.IndicesNum, 0, 0);

                if (MyRender11.MultisamplingEnabled)
                {
                    RC.SetPS(SpotlightPs_Sample);
                    RC.SetDS(MyDepthStencilState.TestEdgeStencil, 0x80);
                    RC.DeviceContext.DrawIndexed(MyMeshes.GetLodMesh(coneMesh, 0).Info.IndicesNum, 0, 0);
                }

                index++;
                if (index >= SPOTLIGHTS_MAX)
                {
                    break;
                }
            }

            if (MyRender11.MultisamplingEnabled)
            {
                RC.SetDS(MyDepthStencilState.DefaultDepthState);
            }

            RC.SetRS(null);
        }
Пример #22
0
        internal static unsafe void Render()
        {
            if (m_cloudLayers.Count == 0)
            {
                return;
            }

            var immediateContext = MyImmediateRC.RC;

            immediateContext.SetVS(m_proxyVs);
            immediateContext.SetPS(m_cloudPs);
            immediateContext.SetIL(m_proxyIL);

            immediateContext.SetRS(MyRender11.m_nocullRasterizerState);
            immediateContext.SetBS(MyRender11.BlendTransparent);
            immediateContext.SetDS(MyDepthStencilState.DepthTest);

            var cb = MyCommon.GetObjectCB(sizeof(CloudsConstants));

            immediateContext.SetCB(1, cb);
            immediateContext.DeviceContext.PixelShader.SetSamplers(0, m_textureSampler);

            immediateContext.BindDepthRT(MyGBuffer.Main.Get(MyGbufferSlot.DepthStencil), DepthStencilAccess.ReadOnly, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));

            m_cloudLayers.OrderByDescending(x =>
            {
                MyCloudLayer cloudLayer         = x.Value;
                Vector3D cameraToLayer          = cloudLayer.CenterPoint - MyEnvironment.CameraPosition;
                Vector3D layerToCameraDirection = -Vector3D.Normalize(cameraToLayer);
                return((cameraToLayer + layerToCameraDirection * cloudLayer.Altitude).Length());
            });

            foreach (var cloudLayer in m_cloudLayers)
            {
                var modifiableData       = m_modifiableCloudLayerData[cloudLayer.Key];
                int currentGameplayFrame = MyRender11.Settings.GameplayFrame;
                var increment            = cloudLayer.Value.AngularVelocity * (float)(currentGameplayFrame - modifiableData.LastGameplayFrameUpdate) / 10.0f;
                modifiableData.RadiansAroundAxis += increment; // Constant for backward compatibility
                if (modifiableData.RadiansAroundAxis >= 2 * Math.PI)
                {
                    modifiableData.RadiansAroundAxis -= 2 * Math.PI;
                }

                modifiableData.LastGameplayFrameUpdate = currentGameplayFrame;

                double   scaledAltitude           = cloudLayer.Value.Altitude;
                Vector3D centerPoint              = cloudLayer.Value.CenterPoint;
                Vector3D cameraPosition           = MyEnvironment.CameraPosition;
                double   cameraDistanceFromCenter = (centerPoint - cameraPosition).Length();

                if (cloudLayer.Value.ScalingEnabled)
                {
                    double threshold = cloudLayer.Value.Altitude * 0.95;
                    if (cameraDistanceFromCenter > threshold)
                    {
                        scaledAltitude = MathHelper.Clamp(scaledAltitude * (1 - MathHelper.Clamp((cameraDistanceFromCenter - threshold) / (threshold * 1.5), 0.0, 1.0)), cloudLayer.Value.MinScaledAltitude, cloudLayer.Value.Altitude);
                    }
                }

                MatrixD worldMatrix = MatrixD.CreateScale(scaledAltitude) * MatrixD.CreateFromAxisAngle(cloudLayer.Value.RotationAxis, (float)modifiableData.RadiansAroundAxis);
                worldMatrix.Translation  = cloudLayer.Value.CenterPoint;
                worldMatrix.Translation -= MyEnvironment.CameraPosition;

                float layerAlpha = 1.0f;

                double currentRelativeAltitude = (cameraDistanceFromCenter - cloudLayer.Value.MinScaledAltitude) / (cloudLayer.Value.MaxPlanetHillRadius - cloudLayer.Value.MinScaledAltitude);
                if (cloudLayer.Value.FadeOutRelativeAltitudeStart > cloudLayer.Value.FadeOutRelativeAltitudeEnd)
                {
                    layerAlpha = (float)MathHelper.Clamp(1.0 - (cloudLayer.Value.FadeOutRelativeAltitudeStart - currentRelativeAltitude) / (cloudLayer.Value.FadeOutRelativeAltitudeStart - cloudLayer.Value.FadeOutRelativeAltitudeEnd), 0.0, 1.0);
                }
                else if (cloudLayer.Value.FadeOutRelativeAltitudeStart < cloudLayer.Value.FadeOutRelativeAltitudeEnd)
                {
                    layerAlpha = (float)MathHelper.Clamp(1.0 - (currentRelativeAltitude - cloudLayer.Value.FadeOutRelativeAltitudeStart) / (cloudLayer.Value.FadeOutRelativeAltitudeEnd - cloudLayer.Value.FadeOutRelativeAltitudeStart), 0.0, 1.0);
                }

                Vector4 layerColor = new Vector4(1, 1, 1, layerAlpha);

                var constants = new CloudsConstants();
                constants.World    = MatrixD.Transpose(worldMatrix);
                constants.ViewProj = MatrixD.Transpose(MyEnvironment.ViewProjectionAt0);
                constants.Color    = layerColor;

                var mapping = MyMapping.MapDiscard(cb);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                MeshId        sphereMesh = cloudLayer.Value.Mesh;
                LodMeshId     lodMesh    = MyMeshes.GetLodMesh(sphereMesh, 0);
                MyMeshBuffers buffers    = lodMesh.Buffers;
                immediateContext.DeviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(buffers.VB0.Buffer, buffers.VB0.Stride, 0));
                immediateContext.DeviceContext.InputAssembler.SetVertexBuffers(1, new VertexBufferBinding(buffers.VB1.Buffer, buffers.VB1.Stride, 0));
                immediateContext.SetIB(buffers.IB.Buffer, buffers.IB.Format);

                immediateContext.DeviceContext.PixelShader.SetShaderResource(0, MyTextures.GetView(cloudLayer.Value.TextureInfo.ColorMetalTexture));
                immediateContext.DeviceContext.PixelShader.SetShaderResource(1, MyTextures.GetView(cloudLayer.Value.TextureInfo.AlphaTexture));
                immediateContext.DeviceContext.PixelShader.SetShaderResource(2, MyTextures.GetView(cloudLayer.Value.TextureInfo.NormalGlossTexture));

                immediateContext.DeviceContext.DrawIndexed(lodMesh.Info.IndicesNum, 0, 0);
            }

            immediateContext.DeviceContext.PixelShader.SetShaderResource(0, null);
            immediateContext.DeviceContext.PixelShader.SetShaderResource(1, null);
            immediateContext.DeviceContext.PixelShader.SetShaderResource(2, null);
            immediateContext.SetDS(null);
            immediateContext.SetBS(null);
            immediateContext.SetRS(null);
        }