/*EngineNS.Graphics.CGfxCamera mCamera; * async Task Test_Init() * { * var rc = EngineNS.CEngine.Instance.RenderContext; * mCamera = new EngineNS.Graphics.CGfxCamera(); * mCamera.Init(rc, false); * mCamera.PerspectiveFovLH((float)(System.Math.PI * 0.6f), mWidth, mHeight); * mSceneCaptureRP = new EngineNS.Graphics.RenderPolicy.CGfxRP_SceneCapture(); * await mSceneCaptureRP.Init(rc, mWidth, mHeight, mCamera, IntPtr.Zero); * } * * void Test_TickLogic(EditorCommon.ViewPort.ViewPortControl vp) * { * } * private void Test_TickRender(EditorCommon.ViewPort.ViewPortControl vp) * { * if (mCamera == null) * return; * var rc = EngineNS.CEngine.Instance.RenderContext; * EngineNS.Vector3[] camDirs = { EngineNS.Vector3.UnitX, -EngineNS.Vector3.UnitZ, -EngineNS.Vector3.UnitX, EngineNS.Vector3.UnitZ, EngineNS.Vector3.UnitY, -EngineNS.Vector3.UnitY }; * EngineNS.Vector3[] camUps = { EngineNS.Vector3.UnitY, EngineNS.Vector3.UnitY, EngineNS.Vector3.UnitY, EngineNS.Vector3.UnitY, EngineNS.Vector3.UnitZ, -EngineNS.Vector3.UnitZ }; * rc.BindCurrentSwapChain(vp.RPolicy.mSwapChain); * for (int camIdx = 0; camIdx < 6; camIdx++) * { * var dir = camDirs[camIdx]; * var pos = new EngineNS.Vector3(0, 1, 0); * var up = camUps[camIdx]; * var lookat = pos + dir; * mCamera.LookAtLH(pos, lookat, up); * mCamera.BeforeFrame(); * * vp.World.CheckVisible(rc, mCamera); * vp.World.Tick(); * * mSceneCaptureRP.TickLogic(null, rc); * mCamera.SwapBuffer(true); * * mSceneCaptureRP.TickRender(null); * mCamera.ClearAllRenderLayerData(); * } * //rc.Present(0, 0); * * } * private void Test_TickSync(EditorCommon.ViewPort.ViewPortControl vp) * { * * }*/ async Task BuildSceneCaptures(EngineNS.GamePlay.SceneGraph.GSceneGraph processScene, List <EngineNS.GamePlay.Actor.GActor> drawActors) { if (processScene.SceneFilename == EngineNS.RName.EmptyName) { EditorCommon.MessageBox.Show("没有找到当前场景的保存路径!"); return; } var rc = EngineNS.CEngine.Instance.RenderContext; var camera = new EngineNS.Graphics.CGfxCamera(); camera.Init(rc, false); camera.PerspectiveFovLH((float)(System.Math.PI * 0.6f), mWidth, mHeight); mSceneCaptureRP = new EngineNS.Graphics.RenderPolicy.CGfxRP_SceneCapture(); await mSceneCaptureRP.Init(rc, mWidth, mHeight, camera, IntPtr.Zero); mSceneCaptureRP.CaptureRGBData = false; // Compute shader //////const string CSVersion = "cs_5_0"; //////var macros = new EngineNS.CShaderDefinitions(); //////var shaderFile = EngineNS.RName.GetRName("Shaders/Compute/extractID.compute").Address; //////var csMain0 = rc.CompileHLSLFromFile(shaderFile, "CSMain", CSVersion, macros); //////var csMain1 = rc.CompileHLSLFromFile(shaderFile, "CSMain1", CSVersion, macros); //////var cs = rc.CreateComputeShader(csMain0); //////var cs1 = rc.CreateComputeShader(csMain1); uint numElem = (UInt32)drawActors.Count; //// debug //numElem = 255 * 255 * 2; //////var bfDesc = new EngineNS.CGpuBufferDesc(); //////bfDesc.ToDefault(); //////bfDesc.ByteWidth = 4 * numElem; //////bfDesc.StructureByteStride = 4; //////var buffer = rc.CreateGpuBuffer(bfDesc, IntPtr.Zero); //////var uavDesc = new EngineNS.CUnorderedAccessViewDesc(); //////uavDesc.ToDefault(); //////uavDesc.Buffer.NumElements = numElem; //////var uav = rc.CreateUnorderedAccessView(buffer, uavDesc); //////// 一个uint保存16个actorID的权重 //////var numElemUAV1 = numElem / 16 + 1; //////bfDesc.ByteWidth = 4* numElemUAV1; //////bfDesc.StructureByteStride = 4; //////var buffer1 = rc.CreateGpuBuffer(bfDesc, IntPtr.Zero); //////uavDesc.Buffer.NumElements = numElemUAV1; //////var uav1 = rc.CreateUnorderedAccessView(buffer1, uavDesc); //////var cbIndex = csMain1.FindCBufferDesc("CaptureEnv"); //////EngineNS.CConstantBuffer cbuffer = null; //////if((int)cbIndex!=-1) //////{ ////// cbuffer = rc.CreateConstantBuffer(csMain1, cbIndex); ////// var varIdx = cbuffer.FindVar("rateWeight"); ////// cbuffer.SetValue(varIdx, new EngineNS.Quaternion(1, 1, 10000, 100000), 0); ////// cbuffer.FlushContent2(rc); //////} //////var texIdx = csMain0.FindSRVDesc("SrcTexture"); var cmd = rc.ImmCommandList; UInt32 cbIndex; EngineNS.CConstantBuffer cbuffer; EngineNS.CGpuBuffer buffer_visible; EngineNS.CShaderDesc csMain_visible; EngineNS.CComputeShader cs_visible; EngineNS.CUnorderedAccessView uav_visible; EngineNS.CGpuBuffer buffer_setBit; EngineNS.CShaderDesc csMain_setBit; EngineNS.CComputeShader cs_setBit; EngineNS.CUnorderedAccessView uav_setBit; EngineNS.CShaderDesc csMain_Clear; EngineNS.CComputeShader cs_clear; UInt32 textureIdx; EditorCommon.PVSAssist.ComputeShaderInit(numElem, out cbIndex, out cbuffer, out buffer_visible, out csMain_visible, out cs_visible, out uav_visible, out buffer_setBit, out csMain_setBit, out cs_setBit, out uav_setBit, out csMain_Clear, out cs_clear, out textureIdx); var checkVisibleParam = new EngineNS.GamePlay.SceneGraph.CheckVisibleParam(); foreach (var actor in drawActors) { actor.OnCheckVisible(rc.ImmCommandList, processScene, camera, checkVisibleParam); } //mSceneCaptureRP.TickLogic(null, rc); int VoxelMemSize = ((int)numElem / 8 + 1) + 4; // 读取geoScene var t1 = EngineNS.Support.Time.HighPrecision_GetTickCount(); EngineNS.Profiler.Log.WriteLine(EngineNS.Profiler.ELogTag.Info, "Editor", "Begin Capture Scene VIS"); var geoScene = await EngineNS.Bricks.HollowMaker.GeomScene.CreateGeomScene(processScene.SceneFilename.Address + "/geoscene.dat"); EditorCommon.Controls.Debugger.PVSDebugger.GeoScene = geoScene; for (int j = 0; j < geoScene.AgentDatas.Count; j++) { var capDataDir = processScene.SceneFilename.Address + "/capturedata/" + j + "/"; if (!EngineNS.CEngine.Instance.FileManager.DirectoryExists(capDataDir)) { EngineNS.CEngine.Instance.FileManager.CreateDirectory(capDataDir); } List <EngineNS.Support.BitSet> savedBitsets = new List <EngineNS.Support.BitSet>(); var agentData = geoScene.AgentDatas[j]; var memSize = VoxelMemSize * agentData.AgentData.Count; for (int i = 0; i < agentData.AgentData.Count; i++) { var geoBox = geoScene.AgentDatas[j].AgentData[i]; EditorCommon.PVSAssist.CaptureGeoBox(geoBox, agentData, camera, rc, numElem, mSceneCaptureRP, cmd, cbIndex, cbuffer, buffer_visible, csMain_visible, cs_visible, uav_visible, buffer_setBit, csMain_setBit, cs_setBit, uav_setBit, cs_clear, savedBitsets, textureIdx, null); } var saveXnd = EngineNS.IO.XndHolder.NewXNDHolder(); var voxelAtt = saveXnd.Node.AddAttrib("voxelData"); voxelAtt.BeginWrite(); voxelAtt.Write(agentData.BVSize); voxelAtt.Write(agentData.Mat); voxelAtt.Write(agentData.AgentData.Count); for (int i = 0; i < agentData.AgentData.Count; i++) { var geoBox = agentData.AgentData[i]; var pvsVoxel = new EngineNS.Bricks.HollowMaker.PVSVoxel(); pvsVoxel.Shape = geoBox.Box; pvsVoxel.X = geoBox.X; pvsVoxel.Y = geoBox.Y; pvsVoxel.Z = geoBox.Z; pvsVoxel.Bits = savedBitsets[i]; pvsVoxel.LinkedVoxels = new List <int>(geoBox.Neighbors); var str = pvsVoxel.Bits.ToBase64String(); pvsVoxel.BitsHash = (UInt32)(str.GetHashCode()); voxelAtt.WriteMetaObject(pvsVoxel); } voxelAtt.EndWrite(); EngineNS.IO.XndHolder.SaveXND(capDataDir + "vis.data", saveXnd); System.GC.Collect(); } var t2 = EngineNS.Support.Time.HighPrecision_GetTickCount(); EngineNS.Profiler.Log.WriteLine(EngineNS.Profiler.ELogTag.Info, "Editor", $"End Capture Scene VIS,Time = {(t2-t1)/1000000}"); mSceneCaptureRP.Cleanup(); }