Пример #1
0
        internal void AddDepthPass(MyShadowmapQuery shadowmapQuery)
        {
            var worldToProjection = shadowmapQuery.ProjectionInfo.WorldToProjection;
            int frustumMask       = AddFrustum(ref worldToProjection);

            MyDepthPass pass = MyObjectPoolManager.Allocate <MyDepthPass>();

            pass.DebugName      = MyVisibilityCuller.ToString(shadowmapQuery.QueryType);
            pass.ProcessingMask = frustumMask;
            pass.ViewProjection = shadowmapQuery.ProjectionInfo.CurrentLocalToProjection;
            pass.Viewport       = shadowmapQuery.Viewport;
            pass.FrustumIndex   = shadowmapQuery.Index;

            pass.Dsv = shadowmapQuery.DepthBuffer;
            bool isCascade = shadowmapQuery.QueryType == MyFrustumEnum.ShadowCascade;

            pass.IsCascade         = isCascade;
            pass.DefaultRasterizer = isCascade
                ? MyRasterizerStateManager.CascadesRasterizerStateOld
                : MyRasterizerStateManager.ShadowRasterizerState;

            pass.PerFrame();

            RenderingPasses[Size - 1] = pass;
        }
Пример #2
0
 int GetPassId(VRageRender.MyDepthPass oldDepthPass)
 {
     if (oldDepthPass.IsCascade)
     {
         return(MyPassIdResolver.GetCascadeDepthPassId(oldDepthPass.FrustumIndex));
     }
     else
     {
         return(MyPassIdResolver.GetSingleDepthPassId(oldDepthPass.FrustumIndex));
     }
 }
        internal void AddDepthPass(ref MatrixD worldToProjection, Matrix viewProjectionLocal, MyViewport viewport, DepthStencilView depthTarget, bool isCascade, string debugName)
        {
            int frustumMask = AddFrustum(ref worldToProjection);

            MyDepthPass pass = MyObjectPoolManager.Allocate <MyDepthPass>();

            pass.DebugName      = debugName;
            pass.ProcessingMask = frustumMask;
            pass.ViewProjection = viewProjectionLocal;
            pass.Viewport       = viewport;

            pass.DSV = depthTarget;
            pass.DefaultRasterizer = isCascade ? MyRender11.m_cascadesRasterizerState : MyRender11.m_shadowRasterizerState;

            pass.PerFrame();

            RenderingPasses[Size - 1] = pass;
        }
Пример #4
0
        internal static void AddShadowCaster(BoundingFrustumD frustum, Matrix viewProjectionLocal, MyViewport viewport, DepthStencilView depthTarget, bool isCascade, string debugName)
        {
            var frustumMask = m_cullQuery.AddFrustum(frustum);

            MyDepthPass pass = new MyDepthPass();

            pass.DebugName = debugName;
            pass.Cleanup();
            pass.ProcessingMask = frustumMask;
            pass.ViewProjection = viewProjectionLocal;
            pass.Viewport       = viewport;

            pass.DSV = depthTarget;
            pass.DefaultRasterizer = isCascade ? MyRender11.m_cascadesRasterizerState : MyRender11.m_shadowRasterizerState;

            pass.PerFrame();

            m_wavefront.Add(pass);
        }
        void InitRenderPasses(MyCullQuery cullQuery, List <MyRenderPass> renderPasses)
        {
            renderPasses.Clear();
            foreach (var query in cullQuery.RenderingPasses)
            {
                if (query == null)
                {
                    continue;
                }

                Matrix     matrix   = query.ViewProjection;
                MyViewport viewport = query.Viewport;

                if (query is VRageRender.MyGBufferPass)
                {
                    VRageRender.MyGBufferPass oldGBufferPass = (VRageRender.MyGBufferPass)query;
                    MyGBuffer     gbuffer = oldGBufferPass.GBuffer;
                    MyGBufferPass gbufferPass;
                    int           passId = GetPassId(oldGBufferPass);
                    m_gbufferPassesPool.AllocateOrCreate(out gbufferPass);
                    gbufferPass.Init(passId, matrix, viewport, gbuffer);
                    renderPasses.Add(gbufferPass);
                }

                if (query is VRageRender.MyDepthPass)
                {
                    VRageRender.MyDepthPass oldDepthPass = (VRageRender.MyDepthPass)query;
                    IDsvBindable            dsv          = oldDepthPass.Dsv;
                    MyDepthPass             depthPass;
                    bool isCascade = oldDepthPass.IsCascade;
                    int  passId    = GetPassId(oldDepthPass);
                    m_depthPassesPool.AllocateOrCreate(out depthPass);
                    depthPass.Init(passId, matrix, viewport, dsv, isCascade, oldDepthPass.DebugName);
                    renderPasses.Add(depthPass);
                }
            }
        }
Пример #6
0
 public static void Cleanup(MyDepthPass renderPass)
 {
     renderPass.Cleanup();
 }
Пример #7
0
 public static void Cleanup(MyDepthPass renderPass)
 {
     renderPass.Cleanup();
 }