private CombinedRT CreateRT(Texture2DDescription desc) { var ret = new CombinedRT(); ret.Texture = new Texture2D(game.Device, desc); ret.RTV = new RenderTargetView(game.Device, ret.Texture); ret.RV = new ShaderResourceView(game.Device, ret.Texture); return(ret); }
public DeferredRenderer(DX11Game game) { this.game = game; var device = game.Device; context = device.ImmediateContext; screenWidth = game.Form.Form.ClientSize.Width; screenHeight = game.Form.Form.ClientSize.Height; int width = screenWidth; int height = screenHeight; gBuffer = new GBuffer(game.Device, width, height); texturePool = new TexturePool(game); meshesRenderer = new DeferredMeshesRenderer(game, gBuffer, TexturePool); directionalLightRenderer = new DirectionalLightRenderer(game, GBuffer); spotLightRenderer = new SpotLightRenderer(game, GBuffer); pointLightRenderer = new PointLightRenderer(game, GBuffer); combineFinalRenderer = new CombineFinalRenderer(game, GBuffer); var desc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R16G16B16A16_Float, Width = screenWidth, Height = screenHeight, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1 }; hdrImage = new Texture2D(device, desc); hdrImageRtv = new RenderTargetView(device, hdrImage); hdrImageRV = new ShaderResourceView(device, hdrImage); calculater = new AverageLuminanceCalculater(game, hdrImageRV); toneMap = new ToneMapRenderer(game); var tempDesc = new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.None, CpuAccessFlags = CpuAccessFlags.Read, Format = Format.R32_Float, Height = 1, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Staging, Width = 1 }; tempTex = new Texture2D(device, tempDesc); ssao = new HorizonSSAORenderer(game, screenWidth, screenHeight); Vector3 radius = new Vector3(500, 1000, 500); frustumCuller = new FrustumCuller(new BoundingBox(-radius, radius), 1); gbufferView = frustumCuller.CreateView(); meshesRenderer.Culler = frustumCuller; Texture2D skyColorTexture;// = Texture2D.FromFile(game.Device, TWDir.GameData.CreateSubdirectory("Core") + "\\skyColor.bmp"); var strm = new DataStream(16 * 4, true, true); var multiplier = 2; strm.Write(new Half4(new Half(135f / 255f * multiplier), new Half(206f / 255f * multiplier), new Half(235 / 255f * multiplier), new Half(1))); strm.Position = 0; var dataRectangle = new DataRectangle(16 * 4, strm); skyColorTexture = new Texture2D(game.Device, new Texture2DDescription { ArraySize = 1, BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Format = Format.R16G16B16A16_Float, Height = 1, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, Width = 1 }, dataRectangle); skyColorRV = new ShaderResourceView(game.Device, skyColorTexture); postProcessRT1 = CreateBackbufferLikeRT(); postProcessRT2 = CreateBackbufferLikeRT(); fogRenderer = new FogEffect(game); backgroundDepthStencilState = DepthStencilState.FromDescription(game.Device, new DepthStencilStateDescription() { IsDepthEnabled = true, DepthComparison = Comparison.LessEqual, DepthWriteMask = DepthWriteMask.Zero, }); lineManager = new LineManager3D(game.Device); updateRasterizerState(); }