Пример #1
0
        public DeferredRenderPipeline(
            GraphicsDevice device,
            ShadowMapSystem shadowMapSystem,
            ModelSystem modelSystem,
            AveragedParticleSystem particleSystem,
            AdditiveParticleSystem additiveParticleSystem,
            ProjectorSystem projectorSystem,
            EffectFactory effectFactory,
            AmbientLightSystem ambientLightSystem,
            DirectionalLightSystem directionalLightSystem,
            PointLightSystem pointLightSystem,
            CascadedShadowMapSystem cascadedShadowMapSystem,
            ShadowCastingLightSystem shadowCastingLightSystem,
            SunlightSystem sunlightSystem,
            BoundarySystem boundarySystem,
            DynamicTextureSystem dynamicTextureSystem,
            IconSystem iconSystem,
            CutsceneSystem cutsceneSystem,
            IMeterRegistry meterRegistry)
        {
            this.ShadowMapSystem           = shadowMapSystem;
            this.ModelSystem               = modelSystem;
            this.TransparentParticleSystem = particleSystem;
            this.AdditiveParticleSystem    = additiveParticleSystem;
            this.ProjectorSystem           = projectorSystem;
            this.CombineEffect             = effectFactory.Construct <CombineEffect>();
            this.FxaaEffect               = effectFactory.Construct <FxaaEffect>();
            this.AmbientLightSystem       = ambientLightSystem;
            this.DirectionalLightSystem   = directionalLightSystem;
            this.PointLightSystem         = pointLightSystem;
            this.CascadedShadowMapSystem  = cascadedShadowMapSystem;
            this.ShadowCastingLightSystem = shadowCastingLightSystem;
            this.SunlightSystem           = sunlightSystem;
            this.BoundarySystem           = boundarySystem;
            this.DynamicTextureSystem     = dynamicTextureSystem;
            this.CutsceneSystem           = cutsceneSystem;
            this.IconSystem               = iconSystem;

            var width  = device.PresentationParameters.BackBufferWidth;
            var height = device.PresentationParameters.BackBufferHeight;

            this.GBuffer = new GBuffer(device, width, height);

            this.Input = new RenderPipelineInput();

            this.Settings = new RenderPipelineSettings();

            this.ShadowPipeline    = ShadowPipeline.Create(device, meterRegistry);
            this.LightingPipeline  = LightingPipeline.Create(device, meterRegistry);
            this.ModelPipeline     = ModelPipeline.Create(device, meterRegistry);
            this.ParticlePipeline  = ParticlePipeline.Create(device, meterRegistry);
            this.ProjectorPipeline = ProjectorPipeline.Create(device, meterRegistry);

            this.Pipeline = RenderPipeline.Create(device, meterRegistry);
            this.RootPass = new Pass(PassType.Opaque, 0);

            this.Recreate();
        }
Пример #2
0
        private void AddParticles(RenderPipeline pipeline, GraphicsDevice device, IMeterRegistry meterRegistry, RenderPipelineSettings settings)
        {
            if (settings.EnableParticles)
            {
                var particlePipeline = ParticlePipeline.Create(device, meterRegistry).ClearParticleRenderTargets()
                                       .RenderTransparentParticles(this.Systems.Get <AveragedParticleSystem>())
                                       .RenderAdditiveParticles(this.Systems.Get <AdditiveParticleSystem>());

                pipeline.RenderParticles(particlePipeline);
            }
        }
Пример #3
0
        public void AddParticlePipeline(RenderPipeline pipeline)
        {
            var particlePipeline = ParticlePipeline.Create(this.Device, this.MeterRegistry);

            particlePipeline
            .ClearParticleRenderTargets()
            .RenderTransparentParticles(this.TransparentParticleSystem)
            .RenderAdditiveParticles(this.AdditiveParticleSystem);

            pipeline
            .ClearRenderTargetSet()
            .RenderParticles(particlePipeline);
        }
Пример #4
0
        public void AddAll(RenderPipeline pipeline)
        {
            var shadowPipeline    = ShadowPipeline.Create(this.Device, this.MeterRegistry);
            var lightingPipeline  = LightingPipeline.Create(this.Device, this.MeterRegistry);
            var modelPipeline     = ModelPipeline.Create(this.Device, this.MeterRegistry);
            var particlePipeline  = ParticlePipeline.Create(this.Device, this.MeterRegistry);
            var projectorPipeline = ProjectorPipeline.Create(this.Device, this.MeterRegistry);


            shadowPipeline
            .RenderShadowMaps(this.ShadowMapSystem);

            lightingPipeline
            .ClearLightTargets()
            .RenderAmbientLight(this.AmbientLightSystem, true)
            .RenderDirectionalLights(this.DirectionalLightSystem)
            .RenderPointLights(this.PointLightSystem)
            .RenderShadowCastingLights(this.ShadowCastingLightSystem)
            .RenderSunlights(this.SunlightSystem);

            projectorPipeline
            .RenderProjectors(this.ProjectorSystem);
            this.ProjectorSystem.Technique = Effects.Techniques.ProjectorEffectTechniques.Projector;

            modelPipeline
            .ClearModelRenderTargets()
            .RenderModelBatch()
            .RenderProjectors(projectorPipeline)
            .RenderLights(lightingPipeline)
            .CombineDiffuseWithLighting(this.CombineEffect)
            .AntiAlias(this.FxaaEffect, 4);

            particlePipeline
            .ClearParticleRenderTargets()
            .RenderTransparentParticles(this.TransparentParticleSystem)
            .RenderAdditiveParticles(this.AdditiveParticleSystem);

            pipeline
            .ClearRenderTargetSet()
            .RenderShadows(shadowPipeline)
            .RenderModels(this.ModelSystem, modelPipeline)
            .RenderParticles(particlePipeline);
        }