示例#1
0
文件: GC.cs 项目: wraikny/Altseed
        internal static void Update()
        {
            if (Collector.Collect())
            {
                SoundSources.Collect();

                Cursors.Collect();

                Texture2Ds.Collect();
                CubemapTextures.Collect();
                Fonts.Collect();
                Chip2Ds.Collect();

                Shader2Ds.Collect();
                Shader3Ds.Collect();
                Material2Ds.Collect();
                Material3Ds.Collect();
                MaterialPropertyBlocks.Collect();

                ImagePackages.Collect();
                MediaPlayers.Collect();

                Effects.Collect();

                Meshs.Collect();
                Deformers.Collect();
                Models.Collect();
                MassModels.Collect();
                Terrain3Ds.Collect();

                KeyframeAnimations.Collect();
                AnimationSources.Collect();
                AnimationClips.Collect();

                Scenes.Collect();

                Layer2Ds.Collect();
                Object2Ds.Collect();

                Layer3Ds.Collect();
                Object3Ds.Collect();

                PostEffects.Collect();

                Transitions.Collect();

                StaticFiles.Collect();
                StreamFiles.Collect();

                Shapes.Collect();
                Collider2Ds.Collect();
            }
        }
示例#2
0
        protected override unsafe void CollectCore(RenderContext context)
        {
            var camera = context.GetCurrentCamera();

            if (context.RenderView is null)
            {
                throw new NullReferenceException(nameof(context.RenderView) + " is null. Please make sure you have your camera correctly set.");
            }

            // Setup pixel formats for RenderStage
            using (context.SaveRenderOutputAndRestore())
            {
                // Mark this view as requiring shadows
                shadowMapRenderer?.RenderViewsWithShadows.Add(context.RenderView);

                context.RenderOutput = new RenderOutputDescription(PostEffects != null ? PixelFormat.R16G16B16A16_Float : context.RenderOutput.RenderTargetFormat0, DepthBufferFormat, MSAALevel);

                CollectStages(context);

                // Write params to view
                SceneCameraRenderer.UpdateCameraToRenderView(context, context.RenderView, camera);

                CollectView(context);

                LightShafts?.Collect(context);

                PostEffects?.Collect(context);

                // Set depth format for shadow map render stages
                foreach (var shadowMapRenderStage in ShadowMapRenderStages)
                {
                    // TODO: This format should be acquired from the ShadowMapRenderer instead of being fixed here
                    if (shadowMapRenderStage != null)
                    {
                        shadowMapRenderStage.Output = new RenderOutputDescription(PixelFormat.None, PixelFormat.D32_Float);
                    }
                }
            }

            PostEffects?.Collect(context);
        }
示例#3
0
        protected override unsafe void CollectCore(RenderContext context)
        {
            var camera = context.GetCurrentCamera();

            if (context.RenderView == null)
            {
                throw new NullReferenceException(nameof(context.RenderView) + " is null. Please make sure you have your camera correctly set.");
            }

            // Setup pixel formats for RenderStage
            using (context.SaveRenderOutputAndRestore())
            {
                // Mark this view as requiring shadows
                shadowMapRenderer?.RenderViewsWithShadows.Add(context.RenderView);

                context.RenderOutput = new RenderOutputDescription(PostEffects != null ? PixelFormat.R16G16B16A16_Float : context.RenderOutput.RenderTargetFormat0, DepthBufferFormat, MSAALevel);

                CollectStages(context);

                if (VRSettings.Enabled && VRSettings.VRDevice != null)
                {
                    Vector3 cameraPos, cameraScale;
                    Matrix  cameraRot;

                    if (!vrSystem.PreviousUseCustomViewMatrix)
                    {
                        camera.Entity.Transform.WorldMatrix.Decompose(out cameraScale, out cameraRot, out cameraPos);
                    }
                    else
                    {
                        camera.ViewMatrix.Decompose(out cameraScale, out cameraRot, out cameraPos);
                        cameraRot.Transpose();
                        Vector3.Negate(ref cameraPos, out cameraPos);
                        Vector3.TransformCoordinate(ref cameraPos, ref cameraRot, out cameraPos);
                    }

                    if (VRSettings.IgnoreCameraRotation)
                    {
                        cameraRot = Matrix.Identity;
                    }

                    // Compute both view and projection matrices
                    Matrix *viewMatrices       = stackalloc Matrix[2];
                    Matrix *projectionMatrices = stackalloc Matrix[2];
                    for (var i = 0; i < 2; ++i)
                    {
                        VRSettings.VRDevice.ReadEyeParameters(i == 0 ? Eyes.Left : Eyes.Right, camera.NearClipPlane, camera.FarClipPlane, ref cameraPos, ref cameraRot, out viewMatrices[i], out projectionMatrices[i]);
                    }

                    // if the VRDevice disagreed with the near and far plane, we must re-discover them and follow:
                    var near = projectionMatrices[0].M43 / projectionMatrices[0].M33;
                    var far  = near * (-projectionMatrices[0].M33 / (-projectionMatrices[0].M33 - 1));
                    if (Math.Abs(near - camera.NearClipPlane) > 1e-8f)
                    {
                        camera.NearClipPlane = near;
                    }
                    if (Math.Abs(near - camera.FarClipPlane) > 1e-8f)
                    {
                        camera.FarClipPlane = far;
                    }

                    // Compute a view matrix and projection matrix that cover both eyes for shadow map and culling
                    ComputeCommonViewMatrices(context, viewMatrices, projectionMatrices);
                    var commonView = context.RenderView;

                    // Notify lighting system this view only purpose is for shared lighting, it is not being drawn directly.
                    commonView.Flags |= RenderViewFlags.NotDrawn;

                    // Collect now, and use result for both eyes
                    CollectView(context);
                    context.VisibilityGroup.TryCollect(commonView);

                    for (var i = 0; i < 2; i++)
                    {
                        using (context.PushRenderViewAndRestore(VRSettings.RenderViews[i]))
                            using (context.SaveViewportAndRestore())
                            {
                                context.RenderSystem.Views.Add(context.RenderView);
                                context.RenderView.SceneInstance = commonView.SceneInstance;
                                context.RenderView.LightingView  = commonView;
                                context.ViewportState.Viewport0  = new Viewport(0, 0, VRSettings.VRDevice.ActualRenderFrameSize.Width / 2.0f, VRSettings.VRDevice.ActualRenderFrameSize.Height);

                                //change camera params for eye
                                camera.ViewMatrix                = viewMatrices[i];
                                camera.ProjectionMatrix          = projectionMatrices[i];
                                camera.UseCustomProjectionMatrix = true;
                                camera.UseCustomViewMatrix       = true;
                                camera.Update();

                                //write params to view
                                SceneCameraRenderer.UpdateCameraToRenderView(context, context.RenderView, camera);

                                // Copy culling results
                                context.VisibilityGroup.Copy(commonView, context.RenderView);

                                CollectView(context);

                                LightShafts?.Collect(context);

                                PostEffects?.Collect(context);
                            }
                    }

                    if (VRSettings.VRDevice.SupportsOverlays)
                    {
                        foreach (var overlay in VRSettings.Overlays)
                        {
                            if (overlay != null && overlay.Texture != null)
                            {
                                overlay.Overlay.Position           = overlay.LocalPosition;
                                overlay.Overlay.Rotation           = overlay.LocalRotation;
                                overlay.Overlay.SurfaceSize        = overlay.SurfaceSize;
                                overlay.Overlay.FollowHeadRotation = overlay.FollowsHeadRotation;
                            }
                        }
                    }
                }
                else
                {
                    //write params to view
                    SceneCameraRenderer.UpdateCameraToRenderView(context, context.RenderView, camera);

                    CollectView(context);

                    LightShafts?.Collect(context);

                    PostEffects?.Collect(context);
                }

                // Set depth format for shadow map render stages
                // TODO: This format should be acquired from the ShadowMapRenderer instead of being fixed here
                foreach (var shadowMapRenderStage in ShadowMapRenderStages)
                {
                    shadowMapRenderStage.Output = new RenderOutputDescription(PixelFormat.None, PixelFormat.D32_Float);
                }
            }

            PostEffects?.Collect(context);
        }
示例#4
0
        protected override unsafe void CollectCore(RenderContext context)
        {
            var camera = context.GetCurrentCamera();

            if (context.RenderView == null)
            {
                throw new NullReferenceException(nameof(context.RenderView) + " is null. Please make sure you have your camera correctly set.");
            }

            // Setup pixel formats for RenderStage
            using (context.SaveRenderOutputAndRestore())
            {
                // Mark this view as requiring shadows
                shadowMapRenderer?.RenderViewsWithShadows.Add(context.RenderView);

                context.RenderOutput = new RenderOutputDescription(context.RenderOutput.RenderTargetFormat0, DepthBufferFormat, MSAALevel);

                CollectStages(context);

                if (VRSettings.Enabled && VRSettings.VRDevice != null)
                {
                    Matrix *viewMatrices       = stackalloc Matrix[2];
                    Matrix *projectionMatrices = stackalloc Matrix[2];

                    // only update the camera once, if we have multiple forward renderers on the same camera
                    ulong poseCount = VRSettings.VRDevice.PoseCount;
                    if (poseCount == 0 || poseCount != camera.VRProjectionPose)
                    {
                        camera.VRProjectionPose = poseCount;

                        Vector3 cameraPos, cameraScale;
                        Matrix  cameraRot;

                        VRSettings.VRDevice.UpdatePositions(context.Time);

                        if (camera.VRHeadSetsTransform)
                        {
                            if (camera.Entity.Transform.Parent != null)
                            {
                                camera.Entity.Transform.Parent.WorldMatrix.Decompose(out cameraScale, out cameraRot, out cameraPos);
                            }
                            else
                            {
                                cameraPos   = Vector3.Zero;
                                cameraScale = Vector3.One;
                                cameraRot   = Matrix.Identity;
                            }

                            // make sure camera position gets body scale
                            camera.Entity.Transform.Position = VRSettings.VRDevice.HeadPosition * VRSettings.VRDevice.BodyScaling;
                            camera.Entity.Transform.Rotation = VRSettings.VRDevice.HeadRotation;
                        }
                        else
                        {
                            if (!vrSystem.PreviousUseCustomViewMatrix)
                            {
                                camera.Entity.Transform.WorldMatrix.Decompose(out cameraScale, out cameraRot, out cameraPos);
                            }
                            else
                            {
                                camera.ViewMatrix.Decompose(out cameraScale, out cameraRot, out cameraPos);
                                cameraRot.Transpose();
                                Vector3.Negate(ref cameraPos, out cameraPos);
                                Vector3.TransformCoordinate(ref cameraPos, ref cameraRot, out cameraPos);
                            }

                            if (VRSettings.IgnoreCameraRotation)
                            {
                                // only remove the local rotation of the camera
                                cameraRot *= Matrix.RotationQuaternion(Quaternion.Invert(camera.Entity.Transform.Rotation));
                            }
                        }

                        // Compute both view and projection matrices
                        for (var i = 0; i < 2; ++i)
                        {
                            VRSettings.VRDevice.ReadEyeParameters(i == 0 ? Eyes.Left : Eyes.Right, camera.NearClipPlane, camera.FarClipPlane, ref cameraPos, ref cameraRot, VRSettings.IgnoreDeviceRotation, VRSettings.IgnoreDevicePosition, out viewMatrices[i], out projectionMatrices[i]);
                        }

                        // cache these projection values
                        if (camera.cachedVRProjections == null)
                        {
                            camera.cachedVRProjections = new Matrix[4];
                        }
                        camera.cachedVRProjections[0] = viewMatrices[0];
                        camera.cachedVRProjections[1] = viewMatrices[1];
                        camera.cachedVRProjections[2] = projectionMatrices[0];
                        camera.cachedVRProjections[3] = projectionMatrices[1];

                        // if the VRDevice disagreed with the near and far plane, we must re-discover them and follow:
                        var near = projectionMatrices[0].M43 / projectionMatrices[0].M33;
                        var far  = near * (-projectionMatrices[0].M33 / (-projectionMatrices[0].M33 - 1));
                        if (Math.Abs(near - camera.NearClipPlane) > 1e-8f)
                        {
                            camera.NearClipPlane = near;
                        }
                        if (Math.Abs(near - camera.FarClipPlane) > 1e-8f)
                        {
                            camera.FarClipPlane = far;
                        }
                    }
                    else
                    {
                        // already calculated this camera, use the cached information
                        viewMatrices[0]       = camera.cachedVRProjections[0];
                        viewMatrices[1]       = camera.cachedVRProjections[1];
                        projectionMatrices[0] = camera.cachedVRProjections[2];
                        projectionMatrices[1] = camera.cachedVRProjections[3];
                    }

                    // Compute a view matrix and projection matrix that cover both eyes for shadow map and culling
                    ComputeCommonViewMatrices(context, viewMatrices, projectionMatrices);
                    var commonView = context.RenderView;

                    // Notify lighting system this view only purpose is for shared lighting, it is not being drawn directly.
                    commonView.Flags |= RenderViewFlags.NotDrawn;

                    // Collect now, and use result for both eyes
                    CollectView(context);
                    context.VisibilityGroup.TryCollect(commonView);

                    for (var i = 0; i < 2; i++)
                    {
                        using (context.PushRenderViewAndRestore(VRSettings.RenderViews[i]))
                            using (context.SaveViewportAndRestore())
                            {
                                context.RenderSystem.Views.Add(context.RenderView);
                                context.RenderView.LightingView = commonView;
                                context.ViewportState.Viewport0 = new Viewport(0, 0, VRSettings.VRDevice.ActualRenderFrameSize.Width / 2.0f, VRSettings.VRDevice.ActualRenderFrameSize.Height);

                                //change camera params for eye
                                camera.ViewMatrix                = viewMatrices[i];
                                camera.ProjectionMatrix          = projectionMatrices[i];
                                camera.UseCustomProjectionMatrix = true;
                                camera.UseCustomViewMatrix       = true;
                                camera.Update();

                                //write params to view
                                SceneCameraRenderer.UpdateCameraToRenderView(context, context.RenderView, camera);

                                // Copy culling results
                                context.VisibilityGroup.Copy(commonView, context.RenderView);

                                CollectView(context);

                                LightShafts?.Collect(context);

                                PostEffects?.Collect(context);
                            }
                    }
                }
                else
                {
                    //write params to view
                    SceneCameraRenderer.UpdateCameraToRenderView(context, context.RenderView, camera);

                    CollectView(context);

                    LightShafts?.Collect(context);

                    PostEffects?.Collect(context);
                }

                // Set depth format for shadow map render stages
                // TODO: This format should be acquired from the ShadowMapRenderer instead of being fixed here
                foreach (var shadowMapRenderStage in ShadowMapRenderStages)
                {
                    if (shadowMapRenderStage != null)
                    {
                        shadowMapRenderStage.Output = new RenderOutputDescription(PixelFormat.None, PixelFormat.D32_Float);
                    }
                }
            }

            PostEffects?.Collect(context);
        }