public GlobalIlluminationRenderer(Device device, Vector3 sceneBoundsMin, Vector3 sceneBoundsMax)
        {
            m_CubeObject      = TextureObject.CreateCubeTexture(device, 128, 128, 1, Format.R16G16B16A16_Float, false, true);
            m_CubeObjectDepth = TextureObject.CreateCubeTexture(device, 128, 128, 1, Format.R32_Typeless, true, true);

            if (System.IO.File.Exists("textures\\givolumer.dds"))
            {
                m_GIVolumeR = TextureObject.CreateTexture3DFromFile(device, VolumeSizeX, VolumeSizeY, VolumeSizeZ, Format.R16G16B16A16_Float, "textures\\givolumer.dds");
                m_GIVolumeG = TextureObject.CreateTexture3DFromFile(device, VolumeSizeX, VolumeSizeY, VolumeSizeZ, Format.R16G16B16A16_Float, "textures\\givolumeg.dds");
                m_GIVolumeB = TextureObject.CreateTexture3DFromFile(device, VolumeSizeX, VolumeSizeY, VolumeSizeZ, Format.R16G16B16A16_Float, "textures\\givolumeb.dds");
            }
            else
            {
                m_GIVolumeR = TextureObject.CreateTexture3D(device, VolumeSizeX, VolumeSizeY, VolumeSizeZ, Format.R16G16B16A16_Float);
                m_GIVolumeG = TextureObject.CreateTexture3D(device, VolumeSizeX, VolumeSizeY, VolumeSizeZ, Format.R16G16B16A16_Float);
                m_GIVolumeB = TextureObject.CreateTexture3D(device, VolumeSizeX, VolumeSizeY, VolumeSizeZ, Format.R16G16B16A16_Float);
            }


            m_InitialSHSet = RenderTargetSet.CreateRenderTargetSet(device, 128, 128, Format.R16G16B16A16_Float, 3, false);

            m_Downsampled16x16SHSetR = RenderTargetSet.CreateRenderTargetSet(device, 32, 32, Format.R16G16B16A16_Float, 1, false);
            m_Downsampled16x16SHSetG = RenderTargetSet.CreateRenderTargetSet(device, 32, 32, Format.R16G16B16A16_Float, 1, false);
            m_Downsampled16x16SHSetB = RenderTargetSet.CreateRenderTargetSet(device, 32, 32, Format.R16G16B16A16_Float, 1, false);

            m_Downsampled4x4SHSetR = RenderTargetSet.CreateRenderTargetSet(device, 8, 8, Format.R16G16B16A16_Float, 1, false);
            m_Downsampled4x4SHSetG = RenderTargetSet.CreateRenderTargetSet(device, 8, 8, Format.R16G16B16A16_Float, 1, false);
            m_Downsampled4x4SHSetB = RenderTargetSet.CreateRenderTargetSet(device, 8, 8, Format.R16G16B16A16_Float, 1, false);

            m_GIConstantBuffer = ShaderManager.CreateConstantBufferInstance("GIConstantBuffer", device);

            m_SceneBoundsMin = sceneBoundsMin;
            m_SceneBoundsMax = sceneBoundsMax;
        }
示例#2
0
 public VolumetricFog()
 {
     m_DensityTexture = null;
     m_LightingTexturePing = null;
     m_LightingTexturePong = null;
     m_ScatteringTexture = null;
     m_Phase = false;
 }
示例#3
0
 public VolumetricFog()
 {
     m_DensityTexture      = null;
     m_LightingTexturePing = null;
     m_LightingTexturePong = null;
     m_ScatteringTexture   = null;
     m_Phase = false;
 }
示例#4
0
        public static void ExecuteComputeForResource(DeviceContext context, TextureObject textureResource, string shader)
        {
            ShaderWrapper wrapper = m_Shaders[shader];

            context.ComputeShader.Set(wrapper.m_ComputeShader);
            context.Dispatch(
                (textureResource.m_Width + wrapper.m_ThreadsX - 1) / wrapper.m_ThreadsX,
                (textureResource.m_Height + wrapper.m_ThreadsY - 1) / wrapper.m_ThreadsY,
                (textureResource.m_Depth + wrapper.m_ThreadsZ - 1) / wrapper.m_ThreadsZ);
        }
示例#5
0
        public void Initialize(Device device)
        {
            m_VolumeX = (int)ShaderManager.GetUIntShaderDefine("VOLUME_WIDTH");
            m_VolumeY = (int)ShaderManager.GetUIntShaderDefine("VOLUME_HEIGHT");
            m_VolumeZ = (int)ShaderManager.GetUIntShaderDefine("VOLUME_DEPTH");

            m_DensityTexture      = TextureObject.CreateTexture3D(device, m_VolumeX, m_VolumeY, m_VolumeZ, Format.R16_Float);
            m_LightingTexturePing = TextureObject.CreateTexture3D(device, m_VolumeX, m_VolumeY, m_VolumeZ, Format.R16G16B16A16_Float);
            m_LightingTexturePong = TextureObject.CreateTexture3D(device, m_VolumeX, m_VolumeY, m_VolumeZ, Format.R16G16B16A16_Float);
            m_ScatteringTexture   = TextureObject.CreateTexture3D(device, m_VolumeX, m_VolumeY, m_VolumeZ, Format.R16G16B16A16_Float);
        }
示例#6
0
        public void Initialize(Device device)
        {
            m_VolumeX = (int)ShaderManager.GetUIntShaderDefine("VOLUME_WIDTH");
            m_VolumeY = (int)ShaderManager.GetUIntShaderDefine("VOLUME_HEIGHT");
            m_VolumeZ = (int)ShaderManager.GetUIntShaderDefine("VOLUME_DEPTH");

            m_DensityTexture = TextureObject.CreateTexture3D(device, m_VolumeX, m_VolumeY, m_VolumeZ, Format.R16_Float);
            m_LightingTexturePing = TextureObject.CreateTexture3D(device, m_VolumeX, m_VolumeY, m_VolumeZ, Format.R16G16B16A16_Float);
            m_LightingTexturePong = TextureObject.CreateTexture3D(device, m_VolumeX, m_VolumeY, m_VolumeZ, Format.R16G16B16A16_Float);
            m_ScatteringTexture = TextureObject.CreateTexture3D(device, m_VolumeX, m_VolumeY, m_VolumeZ, Format.R16G16B16A16_Float);
        }
示例#7
0
        public static RenderTargetSet CreateRenderTargetSet(Device device, int width, int height, Format format, int numSurfaces, bool needsDepth)
        {
            RenderTargetSet rt = new RenderTargetSet();

            rt.m_Descriptor = new RenderTargetDescriptor()
            {
                m_Format      = format,
                m_HasDepth    = needsDepth,
                m_Height      = height,
                m_NumSurfaces = numSurfaces,
                m_Width       = width
            };

            rt.m_NumRTs = numSurfaces;
            for (int i = 0; i < numSurfaces; ++i)
            {
                rt.m_RenderTargets[i] = TextureObject.CreateTexture(device, width, height, 1, format, false, true);
            }

            if (needsDepth)
            {
                rt.m_DepthStencil = TextureObject.CreateTexture(device, width, height, 1, Format.R32_Typeless, true, false);
            }

            rt.m_Viewport = new Viewport(0, 0, width, height, 0.0f, 1.0f);

            if (m_DepthStencilState == null)
            {
                DepthStencilStateDescription dsStateDesc = new DepthStencilStateDescription()
                {
                    IsDepthEnabled   = true,
                    IsStencilEnabled = false,
                    DepthWriteMask   = DepthWriteMask.All,
                    DepthComparison  = Comparison.Less,
                };

                m_DepthStencilState = DepthStencilState.FromDescription(device, dsStateDesc);

                dsStateDesc = new DepthStencilStateDescription()
                {
                    IsDepthEnabled   = false,
                    IsStencilEnabled = false,
                    DepthWriteMask   = DepthWriteMask.Zero,
                    DepthComparison  = Comparison.Always,
                };

                m_DepthStencilStateNoDepth = DepthStencilState.FromDescription(device, dsStateDesc);
            }


            return(rt);
        }
示例#8
0
        // Static functions
        static public TextureObject CreateTexture3DFromFile(Device device, int width, int height, int depth, Format format, string fileName)
        {
            TextureObject newTexture = new TextureObject();

            // Variables
            newTexture.m_Width     = width;
            newTexture.m_Height    = height;
            newTexture.m_Depth     = depth;
            newTexture.m_TexFormat = format;
            newTexture.m_Mips      = 1;

            BindFlags bindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget | BindFlags.UnorderedAccess;

            ImageLoadInformation imageLoadInfo = new ImageLoadInformation()
            {
                BindFlags      = bindFlags,
                CpuAccessFlags = CpuAccessFlags.None,
                Format         = format,
                Height         = height,
                Width          = width,
                Depth          = depth,
                MipLevels      = 1,
                OptionFlags    = ResourceOptionFlags.None,
                Usage          = ResourceUsage.Default
            };

            newTexture.m_TextureObject3D = Texture3D.FromFile(device, fileName, imageLoadInfo);

            ShaderResourceViewDescription srvViewDesc = new ShaderResourceViewDescription
            {
                ArraySize       = 0,
                Format          = format,
                Dimension       = ShaderResourceViewDimension.Texture3D,
                Flags           = 0,
                FirstArraySlice = 0,
                MostDetailedMip = 0,
                MipLevels       = 1,
            };

            newTexture.m_ShaderResourceView = new ShaderResourceView(device, newTexture.m_TextureObject3D, srvViewDesc);

            newTexture.m_RenderTargetView    = new RenderTargetView(device, newTexture.m_TextureObject3D);
            newTexture.m_UnorderedAccessView = new UnorderedAccessView(device, newTexture.m_TextureObject3D);

            return(newTexture);
        }
示例#9
0
        public RenderTargetSet()
        {
            for (int i = 0; i < MAX_RENDERTARGETS; ++i)
            {
                m_RenderTargets[i] = null;
            }

            for (int i = 0; i < MAX_UAVS; ++i)
            {
                m_UAVs[i] = null;
            }

            m_DepthStencil = null;

            m_NumRTs   = 0;
            m_UAVsNum  = 0;
            m_Viewport = new Viewport();
        }
示例#10
0
        public RenderTargetSet()
        {
            for (int i = 0; i < MAX_RENDERTARGETS; ++i )
            {
                m_RenderTargets[i] = null;
            }

            for (int i = 0; i < MAX_UAVS; ++i)
            {
                m_UAVs[i] = null;
            }

            m_DepthStencil = null;

            m_NumRTs = 0;
            m_UAVsNum = 0;
            m_Viewport = new Viewport();
        }
        public static void GenerateCubemapMips(DeviceContext context, string shader, TextureObject targetTexture, TextureObject sourceTexture)
        {
            for (int m = 0; m < targetTexture.m_Mips; ++m)
            {
                for (int i = 0; i < 6; ++i)
                {
                    dynamic cdb = m_CubemapDownsampleBuffer;
                    cdb.g_Mip  = (float)m;
                    cdb.g_Face = i;
                    m_CubemapDownsampleBuffer.CompileAndBind(context);

                    RenderTargetSet.BindTextureAsRenderTarget(context, targetTexture.m_ArrayRenderTargetViews[m * 6 + i], null, targetTexture.m_Width >> m, targetTexture.m_Height >> m);
                    context.PixelShader.SetShaderResource(PostEffectHelper.m_RandomNumbersBuffer.m_ShaderResourceView, 39);
                    context.PixelShader.SetShaderResource(sourceTexture.m_ShaderResourceView, 0);
                    PostEffectHelper.RenderFullscreenTriangle(context, shader);
                    RenderTargetSet.BindNull(context);
                }
            }
        }
        public static void GenerateCubemapMips(DeviceContext context, string shader, TextureObject targetTexture, TextureObject sourceTexture)
        {
            for (int m = 0; m < targetTexture.m_Mips; ++m)
            {
                for (int i = 0; i < 6; ++i)
                {
                    dynamic cdb = m_CubemapDownsampleBuffer;
                    cdb.g_Mip = (float)m;
                    cdb.g_Face = i;
                    m_CubemapDownsampleBuffer.CompileAndBind(context);

                    RenderTargetSet.BindTextureAsRenderTarget(context, targetTexture.m_ArrayRenderTargetViews[m * 6 + i], null, targetTexture.m_Width >> m, targetTexture.m_Height >> m);
                    context.PixelShader.SetShaderResource(PostEffectHelper.m_RandomNumbersBuffer.m_ShaderResourceView, 39);
                    context.PixelShader.SetShaderResource(sourceTexture.m_ShaderResourceView, 0);
                    PostEffectHelper.RenderFullscreenTriangle(context, shader);
                    RenderTargetSet.BindNull(context);
                }
            }
        }
示例#13
0
        public void RenderVolumetricFog(DeviceContext context, TextureObject shadowMap, GlobalIlluminationRenderer giRenderer)
        {
            // Not using temporal manager as it was designed for render target sets; TODO
            TextureObject previousFrameAccumulationTexture = m_Phase ? m_LightingTexturePing : m_LightingTexturePong;
            TextureObject currentFrameAccumulationTexture =  m_Phase ? m_LightingTexturePong : m_LightingTexturePing;
            m_Phase = !m_Phase;

            using (new GpuProfilePoint(context, "VolumetricFog"))
            {
#if false
                using (new GpuProfilePoint(context, "DensityEstimation"))
                {
                    context.ComputeShader.SetUnorderedAccessView(m_DensityTexture.m_UnorderedAccessView, 0);
                    ShaderManager.ExecuteComputeForResource(context, m_DensityTexture, "CalculateDensity");
                    ContextHelper.ClearCSContext(context);
                }
#endif

                using (new GpuProfilePoint(context, "LitFogVolume"))
                {
                    context.ComputeShader.SetShaderResource(giRenderer.m_GIVolumeR.m_ShaderResourceView, 5);
                    context.ComputeShader.SetShaderResource(giRenderer.m_GIVolumeG.m_ShaderResourceView, 6);
                    context.ComputeShader.SetShaderResource(giRenderer.m_GIVolumeB.m_ShaderResourceView, 7);

                    context.ComputeShader.SetShaderResource(previousFrameAccumulationTexture.m_ShaderResourceView, 8);

                    context.ComputeShader.SetShaderResource(m_DensityTexture.m_ShaderResourceView, 0);
                    context.ComputeShader.SetShaderResource(shadowMap.m_ShaderResourceView, 1);
                    context.ComputeShader.SetUnorderedAccessView(currentFrameAccumulationTexture.m_UnorderedAccessView, 1);
                    ShaderManager.ExecuteComputeForResource(context, currentFrameAccumulationTexture, "LitFogVolume");
                    ContextHelper.ClearCSContext(context);
                }

                using (new GpuProfilePoint(context, "ComputeScattering"))
                {
                    context.ComputeShader.SetShaderResource(currentFrameAccumulationTexture.m_ShaderResourceView, 0);
                    context.ComputeShader.SetUnorderedAccessView(m_ScatteringTexture.m_UnorderedAccessView, 2);
                    ShaderManager.ExecuteComputeForSize(context, m_VolumeX, m_VolumeY, 1, "ComputeScattering");
                    ContextHelper.ClearCSContext(context);
                }

            }
        }
示例#14
0
        public void RenderVolumetricFog(DeviceContext context, TextureObject shadowMap, GlobalIlluminationRenderer giRenderer)
        {
            // Not using temporal manager as it was designed for render target sets; TODO
            TextureObject previousFrameAccumulationTexture = m_Phase ? m_LightingTexturePing : m_LightingTexturePong;
            TextureObject currentFrameAccumulationTexture  = m_Phase ? m_LightingTexturePong : m_LightingTexturePing;

            m_Phase = !m_Phase;

            using (new GpuProfilePoint(context, "VolumetricFog"))
            {
#if false
                using (new GpuProfilePoint(context, "DensityEstimation"))
                {
                    context.ComputeShader.SetUnorderedAccessView(m_DensityTexture.m_UnorderedAccessView, 0);
                    ShaderManager.ExecuteComputeForResource(context, m_DensityTexture, "CalculateDensity");
                    ContextHelper.ClearCSContext(context);
                }
#endif

                using (new GpuProfilePoint(context, "LitFogVolume"))
                {
                    context.ComputeShader.SetShaderResource(giRenderer.m_GIVolumeR.m_ShaderResourceView, 5);
                    context.ComputeShader.SetShaderResource(giRenderer.m_GIVolumeG.m_ShaderResourceView, 6);
                    context.ComputeShader.SetShaderResource(giRenderer.m_GIVolumeB.m_ShaderResourceView, 7);

                    context.ComputeShader.SetShaderResource(previousFrameAccumulationTexture.m_ShaderResourceView, 8);

                    context.ComputeShader.SetShaderResource(m_DensityTexture.m_ShaderResourceView, 0);
                    context.ComputeShader.SetShaderResource(shadowMap.m_ShaderResourceView, 1);
                    context.ComputeShader.SetUnorderedAccessView(currentFrameAccumulationTexture.m_UnorderedAccessView, 1);
                    ShaderManager.ExecuteComputeForResource(context, currentFrameAccumulationTexture, "LitFogVolume");
                    ContextHelper.ClearCSContext(context);
                }

                using (new GpuProfilePoint(context, "ComputeScattering"))
                {
                    context.ComputeShader.SetShaderResource(currentFrameAccumulationTexture.m_ShaderResourceView, 0);
                    context.ComputeShader.SetUnorderedAccessView(m_ScatteringTexture.m_UnorderedAccessView, 2);
                    ShaderManager.ExecuteComputeForSize(context, m_VolumeX, m_VolumeY, 1, "ComputeScattering");
                    ContextHelper.ClearCSContext(context);
                }
            }
        }
示例#15
0
        public GlobalIlluminationRenderer(Device device, Vector3 sceneBoundsMin, Vector3 sceneBoundsMax)
        {
            m_VolumeSizeX = (int)ShaderManager.GetUIntShaderDefine("GI_VOLUME_RESOLUTION_X");
            m_VolumeSizeY = (int)ShaderManager.GetUIntShaderDefine("GI_VOLUME_RESOLUTION_Y");
            m_VolumeSizeZ = (int)ShaderManager.GetUIntShaderDefine("GI_VOLUME_RESOLUTION_Z");

            m_CubeObject      = TextureObject.CreateCubeTexture(device, 128, 128, 1, Format.R16G16B16A16_Float, false, true);
            m_CubeObjectDepth = TextureObject.CreateCubeTexture(device, 128, 128, 1, Format.R32_Typeless, true, true);

            if (System.IO.File.Exists("textures\\givolumer.dds"))
            {
                m_GIVolumeR = TextureObject.CreateTexture3DFromFile(device, m_VolumeSizeX, m_VolumeSizeY, m_VolumeSizeZ, Format.R16G16B16A16_Float, "textures\\givolumer.dds");
                m_GIVolumeG = TextureObject.CreateTexture3DFromFile(device, m_VolumeSizeX, m_VolumeSizeY, m_VolumeSizeZ, Format.R16G16B16A16_Float, "textures\\givolumeg.dds");
                m_GIVolumeB = TextureObject.CreateTexture3DFromFile(device, m_VolumeSizeX, m_VolumeSizeY, m_VolumeSizeZ, Format.R16G16B16A16_Float, "textures\\givolumeb.dds");
            }
            else
            {
                m_GIVolumeR = TextureObject.CreateTexture3D(device, m_VolumeSizeX, m_VolumeSizeY, m_VolumeSizeZ, Format.R16G16B16A16_Float);
                m_GIVolumeG = TextureObject.CreateTexture3D(device, m_VolumeSizeX, m_VolumeSizeY, m_VolumeSizeZ, Format.R16G16B16A16_Float);
                m_GIVolumeB = TextureObject.CreateTexture3D(device, m_VolumeSizeX, m_VolumeSizeY, m_VolumeSizeZ, Format.R16G16B16A16_Float);
            }
            

            m_InitialSHSet = RenderTargetSet.CreateRenderTargetSet(device, 128, 128, Format.R16G16B16A16_Float, 3, false);

            m_Downsampled16x16SHSetR = RenderTargetSet.CreateRenderTargetSet(device, 32, 32, Format.R16G16B16A16_Float, 1, false);
            m_Downsampled16x16SHSetG = RenderTargetSet.CreateRenderTargetSet(device, 32, 32, Format.R16G16B16A16_Float, 1, false);
            m_Downsampled16x16SHSetB = RenderTargetSet.CreateRenderTargetSet(device, 32, 32, Format.R16G16B16A16_Float, 1, false);

            m_Downsampled4x4SHSetR = RenderTargetSet.CreateRenderTargetSet(device, 8, 8, Format.R16G16B16A16_Float, 1, false);
            m_Downsampled4x4SHSetG = RenderTargetSet.CreateRenderTargetSet(device, 8, 8, Format.R16G16B16A16_Float, 1, false);
            m_Downsampled4x4SHSetB = RenderTargetSet.CreateRenderTargetSet(device, 8, 8, Format.R16G16B16A16_Float, 1, false);

            m_GIConstantBuffer = ShaderManager.CreateConstantBufferInstance("GIConstantBuffer", device);

            m_SceneBoundsMin = sceneBoundsMin;
            m_SceneBoundsMax = sceneBoundsMax;
        }
示例#16
0
        // Static functions
        static public TextureObject CreateCubeTexture(Device device, int width, int height, int mips, Format format, bool isDepthStencil, bool needsGpuWrite)
        {
            if (isDepthStencil && format != Format.R32_Typeless && format != Format.R24G8_Typeless)
            {
                throw new Exception("Unsupported depth format");
            }

            TextureObject newTexture = new TextureObject();

            // Variables
            newTexture.m_Width = width;
            newTexture.m_Height = height;
            newTexture.m_TexFormat = format;
            newTexture.m_Mips = mips;
            newTexture.m_IsCube = true;
            newTexture.m_ArraySize = 6;

            BindFlags bindFlags = BindFlags.ShaderResource;
            if (isDepthStencil) bindFlags |= BindFlags.DepthStencil;
            if (needsGpuWrite && !isDepthStencil) bindFlags |= BindFlags.RenderTarget;
            if (needsGpuWrite && !isDepthStencil) bindFlags |= BindFlags.UnorderedAccess;

            Texture2DDescription textureDescription = new Texture2DDescription
            {
                ArraySize = 6,
                BindFlags = bindFlags,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = format,
                Height = height,
                Width = width,
                MipLevels = mips,
                OptionFlags = ResourceOptionFlags.TextureCube | ((mips > 1 && needsGpuWrite) ? ResourceOptionFlags.GenerateMipMaps : ResourceOptionFlags.None),
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default
            };

            newTexture.m_TextureObject2D = new Texture2D(device, textureDescription);

            Format srvFormat = format;

            // Special case for depth
            if (isDepthStencil)
            {
                srvFormat = (format == Format.R32_Typeless) ? Format.R32_Float : Format.R24_UNorm_X8_Typeless;
            }

            ShaderResourceViewDescription srvViewDesc = new ShaderResourceViewDescription
            {
                ArraySize = 6,
                Format = srvFormat,
                Dimension = ShaderResourceViewDimension.Texture2DArray,
                Flags = 0,
                FirstArraySlice = 0,
                MostDetailedMip = 0,
                MipLevels = mips
            };

            newTexture.m_ShaderResourceView = new ShaderResourceView(device, newTexture.m_TextureObject2D, srvViewDesc);

            newTexture.m_ArrayShaderResourceViews = new ShaderResourceView[6]; 
            for (int i = 0; i < 6; ++ i )
            {
                srvViewDesc.ArraySize = 1;
                srvViewDesc.FirstArraySlice = i;
                newTexture.m_ArrayShaderResourceViews[i] = new ShaderResourceView(device, newTexture.m_TextureObject2D, srvViewDesc);
            }

            if (isDepthStencil)
            {
                DepthStencilViewDescription dsViewDesc = new DepthStencilViewDescription
                {
                    ArraySize = 6,
                    Format = (format == Format.R32_Typeless) ? Format.D32_Float : Format.D24_UNorm_S8_UInt,
                    Dimension = DepthStencilViewDimension.Texture2DArray,
                    MipSlice = 0,
                    Flags = 0,
                    FirstArraySlice = 0
                };

                newTexture.m_DepthStencilView = new DepthStencilView(device, newTexture.m_TextureObject2D, dsViewDesc);

                newTexture.m_ArrayDepthStencilViews = new DepthStencilView[6];
                for (int i = 0; i < 6; ++i)
                {
                    dsViewDesc.ArraySize = 1;
                    dsViewDesc.FirstArraySlice = i;
                    newTexture.m_ArrayDepthStencilViews[i] = new DepthStencilView(device, newTexture.m_TextureObject2D, dsViewDesc);
                }
            }

            // No RTV for depth stencil, sorry
            if (needsGpuWrite && !isDepthStencil)
            {
                newTexture.m_RenderTargetView = new RenderTargetView(device, newTexture.m_TextureObject2D);

                RenderTargetViewDescription rtvDesc = new RenderTargetViewDescription
                {
                    ArraySize = 6,
                    Dimension = RenderTargetViewDimension.Texture2DArray,
                    FirstArraySlice = 0,
                    Format = format,
                };

                newTexture.m_ArrayRenderTargetViews = new RenderTargetView[6];
                for (int i = 0; i < 6; ++i)
                {
                    rtvDesc.ArraySize = 1;
                    rtvDesc.FirstArraySlice = i;
                    newTexture.m_ArrayRenderTargetViews[i] = new RenderTargetView(device, newTexture.m_TextureObject2D, rtvDesc);
                }

                UnorderedAccessViewDescription uavDesc = new UnorderedAccessViewDescription
                {
                    ArraySize = 6,
                    Dimension = UnorderedAccessViewDimension.Texture2DArray,
                    FirstArraySlice = 0,
                    Format = format,
                };
                newTexture.m_UnorderedAccessView = new UnorderedAccessView(device, newTexture.m_TextureObject2D, uavDesc);

                newTexture.m_ArrayUnorderedAccessViews = new UnorderedAccessView[6];
                for (int i = 0; i < 6; ++i)
                {
                    uavDesc.ArraySize = 1;
                    uavDesc.FirstArraySlice = i;
                    newTexture.m_ArrayUnorderedAccessViews[i] = new UnorderedAccessView(device, newTexture.m_TextureObject2D, uavDesc);
                }
            }

            return newTexture;
        }
示例#17
0
        public static void RenderCubemap(DeviceContext context, TextureObject targetTexture, TextureObject targetDepth, SimpleSceneWrapper sceneWrapper, Vector3 position, float range, bool depthOnly = false, Color4 clearColor = new Color4())
        {
            //using (new GpuProfilePoint(context, "CubemapRendering"))
            {
                // some hardcoded near plane
                Matrix projectionMatrix = Matrix.PerspectiveFovLH((float)Math.PI / 2.0f, 1.0f, 0.05f, range);

                ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare);

                // set the shaders
                context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene"));
                context.PixelShader.Set(depthOnly ? null : ShaderManager.GetPixelShader("PixelSceneSimple"));

                dynamic cvpb = m_CurrentViewportBuffer;

                for (int i = 0; i < 6; ++i)
                {
                    Vector3 lookAt = new Vector3();
                    Vector3 upVec  = new Vector3();

                    switch (i)
                    {
                    case 0:
                        lookAt = new Vector3(1.0f, 0.0f, 0.0f);
                        upVec  = new Vector3(0.0f, 1.0f, 0.0f);
                        break;

                    case 1:
                        lookAt = new Vector3(-1.0f, 0.0f, 0.0f);
                        upVec  = new Vector3(0.0f, 1.0f, 0.0f);
                        break;

                    case 2:
                        lookAt = new Vector3(0.0f, 1.0f, 0.0f);
                        upVec  = new Vector3(0.0f, 0.0f, -1.0f);
                        break;

                    case 3:
                        lookAt = new Vector3(0.0f, -1.0f, 0.0f);
                        upVec  = new Vector3(0.0f, 0.0f, 1.0f);
                        break;

                    case 4:
                        lookAt = new Vector3(0.0f, 0.0f, 1.0f);
                        upVec  = new Vector3(0.0f, 1.0f, 0.0f);
                        break;

                    case 5:
                        lookAt = new Vector3(0.0f, 0.0f, -1.0f);
                        upVec  = new Vector3(0.0f, 1.0f, 0.0f);
                        break;
                    }

                    Matrix viewMatrix = Matrix.LookAtLH(position, position + lookAt, upVec);

                    cvpb.g_ProjMatrix     = projectionMatrix;
                    cvpb.g_ViewMatrix     = viewMatrix;
                    cvpb.g_ViewProjMatrix = viewMatrix * projectionMatrix;

                    {
                        context.ClearRenderTargetView(targetTexture.m_ArrayRenderTargetViews[i], clearColor);
                        context.ClearDepthStencilView(targetDepth.m_ArrayDepthStencilViews[i], DepthStencilClearFlags.Depth, 1.0f, 0);

                        RenderTargetSet.BindTextureAsRenderTarget(context, targetTexture.m_ArrayRenderTargetViews[i], targetDepth.m_ArrayDepthStencilViews[i], targetTexture.m_Width, targetTexture.m_Height);

                        m_CurrentViewportBuffer.CompileAndBind(context);

                        // render triangles
                        sceneWrapper.Render(context);

                        RenderTargetSet.BindNull(context);
                    }
                }
                ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth);
            }
        }
示例#18
0
        // Static functions
        static public TextureObject CreateTexture(Device device, int width, int height, int mips, Format format, bool isDepthStencil, bool needsGpuWrite)
        {
            if (isDepthStencil && format != Format.R32_Typeless && format != Format.R24G8_Typeless)
            {
                throw new Exception("Unsupported depth format");
            }

            TextureObject newTexture = new TextureObject();

            // Variables
            newTexture.m_Width     = width;
            newTexture.m_Height    = height;
            newTexture.m_TexFormat = format;
            newTexture.m_Mips      = mips;

            BindFlags bindFlags = BindFlags.ShaderResource;

            if (isDepthStencil)
            {
                bindFlags |= BindFlags.DepthStencil;
            }
            if (needsGpuWrite && !isDepthStencil)
            {
                bindFlags |= BindFlags.RenderTarget;
            }
            if (needsGpuWrite && !isDepthStencil)
            {
                bindFlags |= BindFlags.UnorderedAccess;
            }

            Texture2DDescription textureDescription = new Texture2DDescription
            {
                ArraySize         = 1,
                BindFlags         = bindFlags,
                CpuAccessFlags    = CpuAccessFlags.None,
                Format            = format,
                Height            = height,
                Width             = width,
                MipLevels         = mips,
                OptionFlags       = (mips > 1 && needsGpuWrite) ? ResourceOptionFlags.GenerateMipMaps : ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default
            };

            newTexture.m_TextureObject2D = new Texture2D(device, textureDescription);

            Format srvFormat = format;

            // Special case for depth
            if (isDepthStencil)
            {
                srvFormat = (format == Format.R32_Typeless) ? Format.R32_Float : Format.R24_UNorm_X8_Typeless;
            }

            ShaderResourceViewDescription srvViewDesc = new ShaderResourceViewDescription
            {
                ArraySize       = 0,
                Format          = srvFormat,
                Dimension       = ShaderResourceViewDimension.Texture2D,
                Flags           = 0,
                FirstArraySlice = 0,
                MostDetailedMip = 0,
                MipLevels       = mips
            };

            newTexture.m_ShaderResourceView = new ShaderResourceView(device, newTexture.m_TextureObject2D, srvViewDesc);

            if (isDepthStencil)
            {
                DepthStencilViewDescription dsViewDesc = new DepthStencilViewDescription
                {
                    ArraySize       = 0,
                    Format          = (format == Format.R32_Typeless) ? Format.D32_Float : Format.D24_UNorm_S8_UInt,
                    Dimension       = DepthStencilViewDimension.Texture2D,
                    MipSlice        = 0,
                    Flags           = 0,
                    FirstArraySlice = 0
                };

                newTexture.m_DepthStencilView = new DepthStencilView(device, newTexture.m_TextureObject2D, dsViewDesc);
            }

            // No RTV for depth stencil, sorry
            if (needsGpuWrite && !isDepthStencil)
            {
                newTexture.m_RenderTargetView = new RenderTargetView(device, newTexture.m_TextureObject2D);

                UnorderedAccessViewDescription uavDesc = new UnorderedAccessViewDescription
                {
                    ArraySize       = 0,
                    DepthSliceCount = 1,
                    Dimension       = UnorderedAccessViewDimension.Texture2D,
                    ElementCount    = 1,
                    FirstArraySlice = 0,
                    FirstDepthSlice = 0,
                    FirstElement    = 0,
                    Flags           = UnorderedAccessViewBufferFlags.None,
                    Format          = format,
                    MipSlice        = 0
                };
                newTexture.m_UnorderedAccessView = new UnorderedAccessView(device, newTexture.m_TextureObject2D, uavDesc);
            }

            return(newTexture);
        }
示例#19
0
        public void Initialize(Device device, Form form, Panel panel, int resolutionX, int resolutionY)
        {
            m_ResolutionX = resolutionX;
            m_ResolutionY = resolutionY;

            m_FullResDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format = Format.R16G16B16A16_Float,
                m_HasDepth = false,
                m_NumSurfaces = 1,
                m_Height = resolutionY,
                m_Width = resolutionX
            };

            m_FullResAndDepthDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format = Format.R16G16B16A16_Float,
                m_HasDepth = true,
                m_NumSurfaces = 1,
                m_Height = resolutionY,
                m_Width = resolutionX
            };

            m_ResolvedColorDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format = Format.R8G8B8A8_UNorm,
                m_HasDepth = false,
                m_NumSurfaces = 1,
                m_Height = resolutionY,
                m_Width = resolutionX
            };

            m_SSAODescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format = Format.R8_UNorm,
                m_HasDepth = false,
                m_NumSurfaces = 1,
                m_Height = resolutionY / 2,
                m_Width = resolutionX / 2
            };

            m_HalfResDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format = Format.R16G16B16A16_Float,
                m_HasDepth = false,
                m_NumSurfaces = 1,
                m_Height = resolutionY / 2,
                m_Width = resolutionX / 2
            };

            m_SimpleSceneWrapper.Initialize(device, "sponza");

            TemporalSurfaceManager.InitializeRenderTarget("SceneMainRender", m_FullResAndDepthDescriptor);
            TemporalSurfaceManager.InitializeRenderTarget("ResolvedColor", m_ResolvedColorDescriptor );

            TemporalSurfaceManager.InitializeRenderTarget("MotionVectors",
                new RenderTargetSet.RenderTargetDescriptor()
                {
                    m_Format = Format.R16G16_Float,
                    m_HasDepth = false,
                    m_NumSurfaces = 1,
                    m_Height = resolutionY,
                    m_Width = resolutionX
                });

            m_PostEffectsConstantBuffer = ShaderManager.CreateConstantBufferInstance("PostEffects", device);
            m_ForwardPassBuffer = ShaderManager.CreateConstantBufferInstance("ForwardPassBuffer", device);
            m_ViewportConstantBuffer = ShaderManager.CreateConstantBufferInstance("GlobalViewportBuffer", device);
            m_CurrentViewportBuffer = ShaderManager.CreateConstantBufferInstance("CurrentViewport", device);

            Vector3 min, max;
            m_SimpleSceneWrapper.GetSceneBounds(out min, out max);

            m_GIRenderer = new GlobalIlluminationRenderer(device, min, max);

            // Init passes
            m_ScatterDOFPass = new ScatterDOFPass();
            m_ScatterDOFPass.Initialize(device, resolutionX, resolutionY);

            m_ResolveHDRPass = new ResolveHDRPass();

            m_ResolveMotionVectorsPass = new ResolveMotionVectorsPass();

            m_ResolveTemporalPass = new ResolveTemporalMotionBasedPass();

            m_FxaaPass = new FxaaPass();

            m_DepthOperationsPass = new DepthOperationsPass(resolutionX, resolutionY);

            m_SSAOPass = new SSAOEffectPass(device, resolutionX / 2, resolutionY / 2);

            m_SSReflectionsPass = new SSReflectionsEffectPass(device, resolutionX / 2, resolutionY / 2);

            m_LuminanceCalculations = new LuminanceCalculations(device, resolutionX, resolutionY);

            m_ShadowEVSMGenerator = new ShadowEVSMGenerator();

            m_VolumetricFog = new VolumetricFog();
            m_VolumetricFog.Initialize(device);

            m_StartTime = DateTime.Now;

            m_ViewportCamera.BindToInput(form, panel);

            POISSON_SAMPLES = new float[POISSON_SAMPLE_NUM * 2]
                {
                    0.655897408497f, 0.95575996511f,
                    0.944576716895f, 0.455478901428f,
                    0.203683172197f, 0.0177149729234f,
                    0.383628747896f, 0.379284571357f,
                    0.945473563065f, 0.779431977074f,
                    0.570420562284f, 0.576156483093f,
                    0.674354533289f, 0.286346887653f,
                    0.347776132801f, 0.734938485879f,
                };

            m_CubeObject = TextureObject.CreateCubeTexture(device, 256, 256, 1, Format.R16G16B16A16_Float, false, true);
            m_CubeObjectFiltered = TextureObject.CreateCubeTexture(device, 256, 256, 7, Format.R16G16B16A16_Float, false, true);
            m_CubeDepthObject = TextureObject.CreateCubeTexture(device, 256, 256, 1, Format.R32_Typeless, true, true);
        }
示例#20
0
        public static void ExecuteComputeForResource(DeviceContext context, TextureObject textureResource, string shader)
        {
            BindDebugUAV(context);

            ShaderWrapper wrapper = m_Shaders[shader];
            context.ComputeShader.Set((ComputeShader)wrapper.m_ShaderObject);
            context.Dispatch(
                (textureResource.m_Width + wrapper.m_ThreadsX - 1) / wrapper.m_ThreadsX,
                (textureResource.m_Height + wrapper.m_ThreadsY - 1) / wrapper.m_ThreadsY,
                (textureResource.m_Depth + wrapper.m_ThreadsZ - 1) / wrapper.m_ThreadsZ);
        }
示例#21
0
        public static void RenderCubemap(DeviceContext context, TextureObject targetTexture, TextureObject targetDepth, SimpleSceneWrapper sceneWrapper, Vector3 position, float range, bool depthOnly = false, Color4 clearColor = new Color4())
        {
            //using (new GpuProfilePoint(context, "CubemapRendering"))
            {
                // some hardcoded near plane
                Matrix projectionMatrix = Matrix.PerspectiveFovLH((float)Math.PI / 2.0f, 1.0f, 0.05f, range);

                ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare);

                // set the shaders
                context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene"));
                context.PixelShader.Set(depthOnly ? null : ShaderManager.GetPixelShader("PixelSceneSimple"));

                dynamic cvpb = m_CurrentViewportBuffer;

                for (int i = 0; i < 6; ++i)
                {
                    Vector3 lookAt = new Vector3();
                    Vector3 upVec = new Vector3();

                    switch (i)
                    {
                        case 0:
                            lookAt = new Vector3(1.0f, 0.0f, 0.0f);
                            upVec = new Vector3(0.0f, 1.0f, 0.0f);
                            break;
                        case 1:
                            lookAt = new Vector3(-1.0f, 0.0f, 0.0f);
                            upVec = new Vector3(0.0f, 1.0f, 0.0f);
                            break;
                        case 2:
                            lookAt = new Vector3(0.0f, 1.0f, 0.0f);
                            upVec = new Vector3(0.0f, 0.0f, -1.0f);
                            break;
                        case 3:
                            lookAt = new Vector3(0.0f, -1.0f, 0.0f);
                            upVec = new Vector3(0.0f, 0.0f, 1.0f);
                            break;
                        case 4:
                            lookAt = new Vector3(0.0f, 0.0f, 1.0f);
                            upVec = new Vector3(0.0f, 1.0f, 0.0f);
                            break;
                        case 5:
                            lookAt = new Vector3(0.0f, 0.0f, -1.0f);
                            upVec = new Vector3(0.0f, 1.0f, 0.0f);
                            break;
                    }

                    Matrix viewMatrix = Matrix.LookAtLH(position, position + lookAt, upVec);

                    cvpb.g_ProjMatrix = projectionMatrix;
                    cvpb.g_ViewMatrix = viewMatrix;
                    cvpb.g_ViewProjMatrix = viewMatrix * projectionMatrix;

                    {
                        context.ClearRenderTargetView(targetTexture.m_ArrayRenderTargetViews[i], clearColor);
                        context.ClearDepthStencilView(targetDepth.m_ArrayDepthStencilViews[i], DepthStencilClearFlags.Depth, 1.0f, 0);

                        RenderTargetSet.BindTextureAsRenderTarget(context, targetTexture.m_ArrayRenderTargetViews[i], targetDepth.m_ArrayDepthStencilViews[i], targetTexture.m_Width, targetTexture.m_Height);

                        m_CurrentViewportBuffer.CompileAndBind(context);

                        // render triangles
                        sceneWrapper.Render(context);

                        RenderTargetSet.BindNull(context);
                    }
                }
                ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth);
            }
        }
示例#22
0
 public void AddUAV(TextureObject uavSource)
 {
     m_UAVs[m_UAVsNum++] = uavSource;
 }
示例#23
0
        // Static functions
        static public TextureObject CreateCubeTexture(Device device, int width, int height, int mips, Format format, bool isDepthStencil, bool needsGpuWrite)
        {
            if (isDepthStencil && format != Format.R32_Typeless && format != Format.R24G8_Typeless)
            {
                throw new Exception("Unsupported depth format");
            }

            TextureObject newTexture = new TextureObject();

            // Variables
            newTexture.m_Width     = width;
            newTexture.m_Height    = height;
            newTexture.m_TexFormat = format;
            newTexture.m_Mips      = mips;
            newTexture.m_IsCube    = true;
            newTexture.m_ArraySize = 6;

            BindFlags bindFlags = BindFlags.ShaderResource;

            if (isDepthStencil)
            {
                bindFlags |= BindFlags.DepthStencil;
            }
            if (needsGpuWrite && !isDepthStencil)
            {
                bindFlags |= BindFlags.RenderTarget;
            }
            if (needsGpuWrite && !isDepthStencil)
            {
                bindFlags |= BindFlags.UnorderedAccess;
            }

            Texture2DDescription textureDescription = new Texture2DDescription
            {
                ArraySize         = 6,
                BindFlags         = bindFlags,
                CpuAccessFlags    = CpuAccessFlags.None,
                Format            = format,
                Height            = height,
                Width             = width,
                MipLevels         = mips,
                OptionFlags       = ResourceOptionFlags.TextureCube | ((mips > 1 && needsGpuWrite) ? ResourceOptionFlags.GenerateMipMaps : ResourceOptionFlags.None),
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default
            };

            newTexture.m_TextureObject2D = new Texture2D(device, textureDescription);

            Format srvFormat = format;

            // Special case for depth
            if (isDepthStencil)
            {
                srvFormat = (format == Format.R32_Typeless) ? Format.R32_Float : Format.R24_UNorm_X8_Typeless;
            }

            ShaderResourceViewDescription srvViewDesc = new ShaderResourceViewDescription
            {
                Format          = srvFormat,
                Dimension       = ShaderResourceViewDimension.TextureCube,
                Flags           = 0,
                FirstArraySlice = 0,
                MostDetailedMip = 0,
                MipLevels       = mips,
                ArraySize       = 6,
            };

            newTexture.m_ShaderResourceView = new ShaderResourceView(device, newTexture.m_TextureObject2D, srvViewDesc);

            newTexture.m_ArrayShaderResourceViews = new ShaderResourceView[6];
            for (int i = 0; i < 6; ++i)
            {
                srvViewDesc.ArraySize       = 1;
                srvViewDesc.FirstArraySlice = i;
                newTexture.m_ArrayShaderResourceViews[i] = new ShaderResourceView(device, newTexture.m_TextureObject2D, srvViewDesc);
            }

            if (isDepthStencil)
            {
                DepthStencilViewDescription dsViewDesc = new DepthStencilViewDescription
                {
                    ArraySize       = 6,
                    Format          = (format == Format.R32_Typeless) ? Format.D32_Float : Format.D24_UNorm_S8_UInt,
                    Dimension       = DepthStencilViewDimension.Texture2DArray,
                    MipSlice        = 0,
                    Flags           = 0,
                    FirstArraySlice = 0
                };

                newTexture.m_DepthStencilView = new DepthStencilView(device, newTexture.m_TextureObject2D, dsViewDesc);

                newTexture.m_ArrayDepthStencilViews = new DepthStencilView[6];
                for (int i = 0; i < 6; ++i)
                {
                    dsViewDesc.ArraySize                   = 1;
                    dsViewDesc.FirstArraySlice             = i;
                    newTexture.m_ArrayDepthStencilViews[i] = new DepthStencilView(device, newTexture.m_TextureObject2D, dsViewDesc);
                }
            }

            // No RTV for depth stencil, sorry
            if (needsGpuWrite && !isDepthStencil)
            {
                newTexture.m_RenderTargetView = new RenderTargetView(device, newTexture.m_TextureObject2D);

                RenderTargetViewDescription rtvDesc = new RenderTargetViewDescription
                {
                    ArraySize       = 6,
                    Dimension       = RenderTargetViewDimension.Texture2DArray,
                    FirstArraySlice = 0,
                    Format          = format,
                };

                newTexture.m_ArrayRenderTargetViews = new RenderTargetView[6 * mips];

                for (int m = 0; m < mips; ++m)
                {
                    for (int i = 0; i < 6; ++i)
                    {
                        rtvDesc.MipSlice        = m;
                        rtvDesc.ArraySize       = 1;
                        rtvDesc.FirstArraySlice = i;
                        newTexture.m_ArrayRenderTargetViews[6 * m + i] = new RenderTargetView(device, newTexture.m_TextureObject2D, rtvDesc);
                    }
                }

                UnorderedAccessViewDescription uavDesc = new UnorderedAccessViewDescription
                {
                    ArraySize       = 6,
                    Dimension       = UnorderedAccessViewDimension.Texture2DArray,
                    FirstArraySlice = 0,
                    Format          = format,
                };
                newTexture.m_UnorderedAccessView = new UnorderedAccessView(device, newTexture.m_TextureObject2D, uavDesc);

                newTexture.m_ArrayUnorderedAccessViews = new UnorderedAccessView[6 * mips];
                for (int m = 0; m < mips; ++m)
                {
                    for (int i = 0; i < 6; ++i)
                    {
                        uavDesc.ArraySize       = 1;
                        uavDesc.FirstArraySlice = i;
                        uavDesc.MipSlice        = m;
                        newTexture.m_ArrayUnorderedAccessViews[6 * m + i] = new UnorderedAccessView(device, newTexture.m_TextureObject2D, uavDesc);
                    }
                }
            }

            return(newTexture);
        }
示例#24
0
        public void Initialize(Device device, Form form, Panel panel, int resolutionX, int resolutionY)
        {
            m_ResolutionX = resolutionX;
            m_ResolutionY = resolutionY;

            m_FullResDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format      = Format.R16G16B16A16_Float,
                m_HasDepth    = false,
                m_NumSurfaces = 1,
                m_Height      = resolutionY,
                m_Width       = resolutionX
            };

            m_FullResAndDepthDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format      = Format.R16G16B16A16_Float,
                m_HasDepth    = true,
                m_NumSurfaces = 1,
                m_Height      = resolutionY,
                m_Width       = resolutionX
            };

            m_ResolvedColorDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format      = Format.R8G8B8A8_UNorm,
                m_HasDepth    = false,
                m_NumSurfaces = 1,
                m_Height      = resolutionY,
                m_Width       = resolutionX
            };

            m_SSAODescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format      = Format.R8_UNorm,
                m_HasDepth    = false,
                m_NumSurfaces = 1,
                m_Height      = resolutionY / 2,
                m_Width       = resolutionX / 2
            };

            m_HalfResDescriptor = new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format      = Format.R16G16B16A16_Float,
                m_HasDepth    = false,
                m_NumSurfaces = 1,
                m_Height      = resolutionY / 2,
                m_Width       = resolutionX / 2
            };

            m_SimpleSceneWrapper.Initialize(device, "sponza");

            TemporalSurfaceManager.InitializeRenderTarget("SceneMainRender", m_FullResAndDepthDescriptor);
            TemporalSurfaceManager.InitializeRenderTarget("ResolvedColor", m_ResolvedColorDescriptor);

            TemporalSurfaceManager.InitializeRenderTarget("MotionVectors",
                                                          new RenderTargetSet.RenderTargetDescriptor()
            {
                m_Format      = Format.R16G16_Float,
                m_HasDepth    = false,
                m_NumSurfaces = 1,
                m_Height      = resolutionY,
                m_Width       = resolutionX
            });


            m_PostEffectsConstantBuffer = ShaderManager.CreateConstantBufferInstance("PostEffects", device);
            m_ForwardPassBuffer         = ShaderManager.CreateConstantBufferInstance("ForwardPassBuffer", device);
            m_ViewportConstantBuffer    = ShaderManager.CreateConstantBufferInstance("GlobalViewportBuffer", device);
            m_CurrentViewportBuffer     = ShaderManager.CreateConstantBufferInstance("CurrentViewport", device);

            Vector3 min, max;

            m_SimpleSceneWrapper.GetSceneBounds(out min, out max);

            m_GIRenderer = new GlobalIlluminationRenderer(device, min, max);

            // Init passes
            m_ScatterDOFPass = new ScatterDOFPass();
            m_ScatterDOFPass.Initialize(device, resolutionX, resolutionY);

            m_ResolveHDRPass = new ResolveHDRPass();

            m_ResolveMotionVectorsPass = new ResolveMotionVectorsPass();

            m_ResolveTemporalPass = new ResolveTemporalMotionBasedPass();

            m_FxaaPass = new FxaaPass();

            m_DepthOperationsPass = new DepthOperationsPass(resolutionX, resolutionY);

            m_SSAOPass = new SSAOEffectPass(device, resolutionX / 2, resolutionY / 2);

            m_SSReflectionsPass = new SSReflectionsEffectPass(device, resolutionX / 2, resolutionY / 2);

            m_LuminanceCalculations = new LuminanceCalculations(device, resolutionX, resolutionY);

            m_ShadowEVSMGenerator = new ShadowEVSMGenerator();

            m_VolumetricFog = new VolumetricFog();
            m_VolumetricFog.Initialize(device);

            m_StartTime = DateTime.Now;

            m_ViewportCamera.BindToInput(form, panel);

            POISSON_SAMPLES = new float[POISSON_SAMPLE_NUM * 2]
            {
                0.655897408497f, 0.95575996511f,
                0.944576716895f, 0.455478901428f,
                0.203683172197f, 0.0177149729234f,
                0.383628747896f, 0.379284571357f,
                0.945473563065f, 0.779431977074f,
                0.570420562284f, 0.576156483093f,
                0.674354533289f, 0.286346887653f,
                0.347776132801f, 0.734938485879f,
            };

            m_CubeObject         = TextureObject.CreateCubeTexture(device, 256, 256, 1, Format.R16G16B16A16_Float, false, true);
            m_CubeObjectFiltered = TextureObject.CreateCubeTexture(device, 256, 256, 7, Format.R16G16B16A16_Float, false, true);
            m_CubeDepthObject    = TextureObject.CreateCubeTexture(device, 256, 256, 1, Format.R32_Typeless, true, true);
        }
示例#25
0
        // Static functions
        static public TextureObject CreateTexture3DFromFile(Device device, int width, int height, int depth, Format format, string fileName)
        {
            TextureObject newTexture = new TextureObject();

            // Variables
            newTexture.m_Width = width;
            newTexture.m_Height = height;
            newTexture.m_Depth = depth;
            newTexture.m_TexFormat = format;
            newTexture.m_Mips = 1;

            BindFlags bindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget | BindFlags.UnorderedAccess;

            ImageLoadInformation imageLoadInfo = new ImageLoadInformation()
            {
                BindFlags = bindFlags,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = format,
                Height = height,
                Width = width,
                Depth = depth,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                Usage = ResourceUsage.Default
            };

            newTexture.m_TextureObject3D = Texture3D.FromFile(device, fileName, imageLoadInfo);

            ShaderResourceViewDescription srvViewDesc = new ShaderResourceViewDescription
            {
                ArraySize = 0,
                Format = format,
                Dimension = ShaderResourceViewDimension.Texture3D,
                Flags = 0,
                FirstArraySlice = 0,
                MostDetailedMip = 0,
                MipLevels = 1,
            };

            newTexture.m_ShaderResourceView = new ShaderResourceView(device, newTexture.m_TextureObject3D, srvViewDesc);

            newTexture.m_RenderTargetView = new RenderTargetView(device, newTexture.m_TextureObject3D);
            newTexture.m_UnorderedAccessView = new UnorderedAccessView(device, newTexture.m_TextureObject3D);

            return newTexture;
        }
示例#26
0
        // Static functions
        static public TextureObject CreateTexture(Device device, int width, int height, int mips, Format format, bool isDepthStencil, bool needsGpuWrite)
        {
            if (isDepthStencil && format != Format.R32_Typeless && format != Format.R24G8_Typeless)
            {
                throw new Exception("Unsupported depth format");
            }

            TextureObject newTexture = new TextureObject();

            // Variables
            newTexture.m_Width = width;
            newTexture.m_Height = height;
            newTexture.m_TexFormat = format;
            newTexture.m_Mips = mips;

            BindFlags bindFlags = BindFlags.ShaderResource;
            if (isDepthStencil) bindFlags |= BindFlags.DepthStencil;
            if (needsGpuWrite && !isDepthStencil) bindFlags |= BindFlags.RenderTarget;
            if (needsGpuWrite && !isDepthStencil) bindFlags |= BindFlags.UnorderedAccess;

            Texture2DDescription textureDescription = new Texture2DDescription
            {
                ArraySize = 1,
                BindFlags = bindFlags,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = format,
                Height = height,
                Width = width,
                MipLevels = mips,
                OptionFlags = (mips > 1 && needsGpuWrite) ? ResourceOptionFlags.GenerateMipMaps : ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default
            };

            newTexture.m_TextureObject2D = new Texture2D(device, textureDescription);

            Format srvFormat = format;

            // Special case for depth
            if (isDepthStencil)
            {
                srvFormat = (format == Format.R32_Typeless) ? Format.R32_Float : Format.R24_UNorm_X8_Typeless;
            }

            ShaderResourceViewDescription srvViewDesc = new ShaderResourceViewDescription
            {
                ArraySize = 0,
                Format = srvFormat,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Flags = 0,
                FirstArraySlice = 0,
                MostDetailedMip = 0,
                MipLevels = mips
            };

            newTexture.m_ShaderResourceView = new ShaderResourceView(device, newTexture.m_TextureObject2D, srvViewDesc);

            if (isDepthStencil)
            {
                DepthStencilViewDescription dsViewDesc = new DepthStencilViewDescription
                {
                    ArraySize = 0,
                    Format = (format == Format.R32_Typeless) ? Format.D32_Float : Format.D24_UNorm_S8_UInt,
                    Dimension = DepthStencilViewDimension.Texture2D,
                    MipSlice = 0,
                    Flags = 0,
                    FirstArraySlice = 0
                };

                newTexture.m_DepthStencilView = new DepthStencilView(device, newTexture.m_TextureObject2D, dsViewDesc);
            }

            // No RTV for depth stencil, sorry
            if (needsGpuWrite && !isDepthStencil)
            {
                newTexture.m_RenderTargetView = new RenderTargetView(device, newTexture.m_TextureObject2D);

                UnorderedAccessViewDescription uavDesc = new UnorderedAccessViewDescription
                {
                    ArraySize = 0,
                    DepthSliceCount = 1,
                    Dimension = UnorderedAccessViewDimension.Texture2D,
                    ElementCount = 1,
                    FirstArraySlice = 0,
                    FirstDepthSlice = 0,
                    FirstElement = 0,
                    Flags = UnorderedAccessViewBufferFlags.None,
                    Format = format,
                    MipSlice = 0
                };
                newTexture.m_UnorderedAccessView = new UnorderedAccessView(device, newTexture.m_TextureObject2D, uavDesc);
            }

            return newTexture;
        }
示例#27
0
 public void AddUAV(TextureObject uavSource)
 {
     m_UAVs[m_UAVsNum++] = uavSource;
 }