Пример #1
0
 private void Init(int numberOfCascades, int cascadeResolution)
 {
     if (m_cascadeHandler == null)
         m_cascadeHandler = new MyShadowCascades(numberOfCascades, cascadeResolution);
     else
         m_cascadeHandler.Reset(numberOfCascades, cascadeResolution);
 }
Пример #2
0
        internal static void Combine(RwTexId targetArray, MyShadowCascades firstCascades, MyShadowCascades secondCascades)
        {
            if (!MyRender11.Settings.EnableShadows)
            {
                return;
            }

            ProfilerShort.Begin("MyShadowCascadesPostProcess.Combine");
            MyGpuProfiler.IC_BeginBlock("MyShadowCascadesPostProcess.Combine");

            firstCascades.FillConstantBuffer(firstCascades.CascadeConstantBuffer);
            secondCascades.FillConstantBuffer(secondCascades.CascadeConstantBuffer);
            secondCascades.PostProcessor.MarkCascadesInStencil(secondCascades.CascadeInfo);

            MyRenderContext renderContext = MyRenderContext.Immediate;
            DeviceContext   deviceContext = renderContext.DeviceContext;

            deviceContext.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            deviceContext.PixelShader.SetConstantBuffer(10, firstCascades.CascadeConstantBuffer);
            deviceContext.PixelShader.SetConstantBuffer(11, secondCascades.CascadeConstantBuffer);
            deviceContext.PixelShader.SetConstantBuffer(12, m_inverseConstants);

            for (int subresourceIndex = 0; subresourceIndex < targetArray.Description2d.ArraySize; ++subresourceIndex)
            {
                renderContext.BindGBufferForRead(0, MyGBuffer.Main);
                deviceContext.OutputMerger.SetTargets((DepthStencilView)null, (RenderTargetView)targetArray.SubresourceRtv(subresourceIndex));
                deviceContext.PixelShader.SetShaderResource(0, firstCascades.CascadeShadowmapArray.SubresourceSrv(subresourceIndex));
                deviceContext.PixelShader.SetShaderResource(1, secondCascades.CascadeShadowmapArray.ShaderView);
                //deviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil);
                renderContext.SetPS(m_combinePS);

                Matrix inverseCascadeMatrix = MatrixD.Transpose(MatrixD.Invert(firstCascades.CascadeInfo[subresourceIndex].CurrentLocalToProjection * MyMatrixHelpers.ClipspaceToTexture));
                var    mapping = MyMapping.MapDiscard(m_inverseConstants);
                mapping.WriteAndPosition(ref inverseCascadeMatrix);
                mapping.Unmap();

                MyScreenPass.DrawFullscreenQuad(new MyViewport(0, 0, targetArray.Description2d.Width, targetArray.Description2d.Height));
            }

            deviceContext.OutputMerger.SetTargets(null as DepthStencilView, null as RenderTargetView);
            deviceContext.PixelShader.SetShaderResource(0, null);
            deviceContext.PixelShader.SetShaderResource(1, null);
            deviceContext.PixelShader.SetShaderResource(2, null);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();
        }
Пример #3
0
 internal static void DrawCascades(MyShadowCascades cascades, int quadStartX, int quadStartY, int quadSize)
 {
     DrawCascadeArray(cascades.CascadeShadowmapArray, quadStartX, quadStartY, quadSize);
 }
        internal static void Combine(RwTexId targetArray, MyShadowCascades firstCascades, MyShadowCascades secondCascades)
        {
            if (!MyRender11.Settings.EnableShadows)
                return;

            ProfilerShort.Begin("MyShadowCascadesPostProcess.Combine");
            MyGpuProfiler.IC_BeginBlock("MyShadowCascadesPostProcess.Combine");

            firstCascades.FillConstantBuffer(firstCascades.CascadeConstantBuffer);
            secondCascades.FillConstantBuffer(secondCascades.CascadeConstantBuffer);
            secondCascades.PostProcessor.MarkCascadesInStencil(secondCascades.CascadeInfo);

            MyRenderContext renderContext = MyRenderContext.Immediate;
            DeviceContext deviceContext = renderContext.DeviceContext;

            deviceContext.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            deviceContext.PixelShader.SetConstantBuffer(10, firstCascades.CascadeConstantBuffer);
            deviceContext.PixelShader.SetConstantBuffer(11, secondCascades.CascadeConstantBuffer);
            deviceContext.PixelShader.SetConstantBuffer(12, m_inverseConstants);

            for (int subresourceIndex = 0; subresourceIndex < targetArray.Description2d.ArraySize; ++subresourceIndex)
            {
                renderContext.BindGBufferForRead(0, MyGBuffer.Main);
                deviceContext.OutputMerger.SetTargets((DepthStencilView)null, (RenderTargetView)targetArray.SubresourceRtv(subresourceIndex));
                deviceContext.PixelShader.SetShaderResource(0, firstCascades.CascadeShadowmapArray.SubresourceSrv(subresourceIndex));
                deviceContext.PixelShader.SetShaderResource(1, secondCascades.CascadeShadowmapArray.ShaderView);
                //deviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil);
                renderContext.SetPS(m_combinePS);

                Matrix inverseCascadeMatrix = MatrixD.Transpose(MatrixD.Invert(firstCascades.CascadeInfo[subresourceIndex].CurrentLocalToProjection * MyMatrixHelpers.ClipspaceToTexture));
                var mapping = MyMapping.MapDiscard(m_inverseConstants);
                mapping.WriteAndPosition(ref inverseCascadeMatrix);
                mapping.Unmap();
                
                MyScreenPass.DrawFullscreenQuad(new MyViewport(0, 0, targetArray.Description2d.Width, targetArray.Description2d.Height));
            }

            deviceContext.OutputMerger.SetTargets(null as DepthStencilView, null as RenderTargetView);
            deviceContext.PixelShader.SetShaderResource(0, null);
            deviceContext.PixelShader.SetShaderResource(1, null);
            deviceContext.PixelShader.SetShaderResource(2, null);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();
        }
Пример #5
0
 internal static void DrawCascades(MyShadowCascades cascades, int quadStartX, int quadStartY, int quadSize)
 {
     DrawCascadeArray(cascades.CascadeShadowmapArray, quadStartX, quadStartY, quadSize);
 }