示例#1
0
        public static void CreateRenderTargets()
        {
            if (MyRenderConstants.RenderQualityProfile.ForwardRender)
            {
                return;
            }

            MyMwcLog.WriteLine("MyRender.CreateRenderTargets - START");

            int forwardRTWidth      = (int)(MyCamera.ForwardViewport.Width);
            int forwardRTHeight     = (int)(MyCamera.ForwardViewport.Height);
            int forwardRTHalfWidth  = (int)(MyCamera.ForwardViewport.Width / 2);
            int forwardRTHalfHeight = (int)(MyCamera.ForwardViewport.Height / 2);
            int forwardRT4Width     = (int)(MyCamera.ForwardViewport.Width / 4);
            int forwardRT4Height    = (int)(MyCamera.ForwardViewport.Height / 4);
            int forwardRT8Width     = (int)(MyCamera.ForwardViewport.Width / 8);
            int forwardRT8Height    = (int)(MyCamera.ForwardViewport.Height / 8);

            int secondaryShadowMapSize = MyRenderConstants.RenderQualityProfile.SecondaryShadowMapCascadeSize;

            //Largest RT
#if COLOR_SHADOW_MAP_FORMAT
            CreateRenderTarget(MyRenderTargets.ShadowMap, MyShadowRenderer.NumSplits * GetShadowCascadeSize(), GetShadowCascadeSize(), SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
            CreateRenderTarget(MyRenderTargets.SecondaryShadowMap, MyShadowRenderer.NumSplits * secondaryShadowMapSize, secondaryShadowMapSize, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);
#else
            CreateRenderTarget(MyRenderTargets.ShadowMap, MyShadowRenderer.NumSplits * GetShadowCascadeSize(), GetShadowCascadeSize(), Format.R32F);
            CreateRenderTarget(MyRenderTargets.ShadowMapZBuffer, MyShadowRenderer.NumSplits * GetShadowCascadeSize(), GetShadowCascadeSize(), Format.D24S8, Usage.DepthStencil);

            CreateRenderTarget(MyRenderTargets.SecondaryShadowMap, MyShadowRenderer.NumSplits * secondaryShadowMapSize, secondaryShadowMapSize, Format.R32F);
            CreateRenderTarget(MyRenderTargets.SecondaryShadowMapZBuffer, MyShadowRenderer.NumSplits * secondaryShadowMapSize, secondaryShadowMapSize, Format.D24S8, Usage.DepthStencil);
#endif

            //Full viewport RTs
            CreateRenderTarget(MyRenderTargets.Auxiliary0, forwardRTWidth, forwardRTHeight, Format.A8R8G8B8);
            CreateRenderTarget(MyRenderTargets.Auxiliary1, forwardRTWidth, forwardRTHeight, Format.A16B16G16R16F);
            CreateRenderTarget(MyRenderTargets.Auxiliary2, forwardRTWidth, forwardRTHeight, Format.A8R8G8B8);

            CreateRenderTarget(MyRenderTargets.Normals, forwardRTWidth, forwardRTHeight, Format.A8R8G8B8, Usage.RenderTarget | Usage.AutoGenerateMipMap);
            CreateRenderTarget(MyRenderTargets.Diffuse, forwardRTWidth, forwardRTHeight, Format.A8R8G8B8, Usage.RenderTarget | Usage.AutoGenerateMipMap);
            CreateRenderTarget(MyRenderTargets.Depth, forwardRTWidth, forwardRTHeight, Format.A8R8G8B8, Usage.RenderTarget | Usage.AutoGenerateMipMap);
            CreateRenderTarget(MyRenderTargets.ZBuffer, forwardRTWidth, forwardRTHeight, Format.D24S8, Usage.DepthStencil);

            CreateRenderTarget(MyRenderTargets.EnvironmentMap, forwardRTWidth, forwardRTHeight, Format.A8R8G8B8);

            //Half viewport RTs
            CreateRenderTarget(MyRenderTargets.AuxiliaryHalf0, forwardRTHalfWidth, forwardRTHalfHeight, Format.A8R8G8B8);
            CreateRenderTarget(MyRenderTargets.AuxiliaryHalf1010102, forwardRTHalfWidth, forwardRTHalfHeight, Format.A2R10G10B10);

            CreateRenderTarget(MyRenderTargets.DepthHalf, forwardRTHalfWidth, forwardRTHalfHeight, Format.A8R8G8B8);
            CreateRenderTarget(MyRenderTargets.SSAO, forwardRTHalfWidth, forwardRTHalfHeight, Format.A8R8G8B8);
            CreateRenderTarget(MyRenderTargets.SSAOBlur, forwardRTHalfWidth, forwardRTHalfHeight, Format.A8R8G8B8);

            //Quarter viewport RTs
            CreateRenderTarget(MyRenderTargets.AuxiliaryQuarter0, forwardRT4Width, forwardRT4Height, Format.A8R8G8B8);

            if (MyPostProcessHDR.RenderHDR())
            {
                CreateRenderTarget(MyRenderTargets.HDR4, forwardRT4Width, forwardRT4Height, Format.A2R10G10B10);
                CreateRenderTarget(MyRenderTargets.HDR4Threshold, forwardRT4Width, forwardRT4Height, Format.A2R10G10B10);
            }

            //Low size RTs
            CreateRenderTarget(MyRenderTargets.SecondaryCamera, MyCamera.BackwardViewport.Width, MyCamera.BackwardViewport.Height, Format.A8R8G8B8);
            CreateRenderTarget(MyRenderTargets.SecondaryCameraZBuffer, MyCamera.BackwardViewport.Width, MyCamera.BackwardViewport.Height, Format.D24S8, Usage.DepthStencil);
            CreateSpotShadowRT();

            SetEnvironmentRenderTargets();


            m_GBufferDefaultBinding = new Texture[] { (Texture)MyRender.GetRenderTarget(MyRenderTargets.Normals), (Texture)MyRender.GetRenderTarget(MyRenderTargets.Diffuse), (Texture)MyRender.GetRenderTarget(MyRenderTargets.Depth) };
            m_aux0Binding           = new Texture[] { (Texture)MyRender.GetRenderTarget(MyRenderTargets.Auxiliary0) };

            MyMwcLog.WriteLine("MyRender.CreateRenderTargets - END");
        }
示例#2
0
        internal static void RenderLights()
        {
            PrepareLights();

            RenderSpotShadows();

            m_renderProfiler.StartProfilingBlock("Render lights");
            MyMinerGame.SetRenderTarget(GetRenderTarget(MyRenderTargets.Auxiliary1), null, SetDepthTargetEnum.RestoreDefault);
            MyMinerGame.Static.GraphicsDevice.Clear(ClearFlags.Target, new ColorBGRA(0.0f), 1, 0);

            SetCorrectViewportSize();

            if (MyRender.CurrentRenderSetup.EnableSmallLights.Value)
            {
                MyEffectPointLight effectPointLight = (MyEffectPointLight)MyRender.GetEffect(MyEffects.PointLight);
                Texture            diffuseRT        = MyRender.GetRenderTarget(MyRenderTargets.Diffuse);
                effectPointLight.SetNormalsRT(MyRender.GetRenderTarget(MyRenderTargets.Normals));
                effectPointLight.SetDiffuseRT(diffuseRT);
                effectPointLight.SetDepthsRT(MyRender.GetRenderTarget(MyRenderTargets.Depth));
                effectPointLight.SetHalfPixel(diffuseRT.GetLevelDescription(0).Width, diffuseRT.GetLevelDescription(0).Height);
                effectPointLight.SetScale(GetScaleForViewport(diffuseRT));

                Matrix invViewProjMatrix = Matrix.Invert(MyCamera.ViewProjectionMatrix);
                Matrix invViewMatrix     = Matrix.Invert(MyCamera.ViewMatrix);

                effectPointLight.SetCameraPosition(MyCamera.Position);
                effectPointLight.SetViewMatrix(MyCamera.ViewMatrix);
                effectPointLight.SetInvViewMatrix(invViewMatrix);

                DepthStencilState.None.Apply();
                MyStateObjects.Light_Combination_BlendState.Apply();

                //Render each light with a model specific to the light
                m_renderProfiler.StartProfilingBlock("PointLight");

                var cullRationSq = MyRenderConstants.DISTANCE_LIGHT_CULL_RATIO * MyRenderConstants.DISTANCE_LIGHT_CULL_RATIO;

                effectPointLight.SetTechnique(effectPointLight.DefaultTechnique);
                foreach (MyLight light in m_pointLights)
                {
                    float distanceSq         = Vector3.DistanceSquared(MyCamera.Position, light.PositionWithOffset);
                    var   hasVolumetricGlare = light.GlareOn && light.Glare.Type == MyLightGlare.GlareTypeEnum.Distant;
                    var   isTooFarAway       = (light.Range * light.Range) < (distanceSq / cullRationSq);

                    if (!isTooFarAway)
                    {
                        // Always cull clockwise (render inner parts of object), depth test is done is PS using light radius
                        RasterizerState.CullClockwise.Apply();

                        effectPointLight.SetLightPosition(light.PositionWithOffset);
                        effectPointLight.SetLightIntensity(light.Intensity);
                        effectPointLight.SetSpecularLightColor(light.SpecularColor);
                        effectPointLight.SetFalloff(light.Falloff);

                        effectPointLight.SetLightRadius(light.Range);
                        effectPointLight.SetReflectorTexture(light.ReflectorTexture);
                        effectPointLight.SetLightColor(new Vector3(light.Color.X, light.Color.Y, light.Color.Z));
                        effectPointLight.SetTechnique(effectPointLight.DefaultTechnique);
                        MySimpleObjectDraw.DrawSphereForLight(effectPointLight, ref light.PositionWithOffset, light.Range, ref MyMath.Vector3One, 1);
                        MyPerformanceCounter.PerCameraDraw.LightsCount++;
                    }
                    if (!isTooFarAway || hasVolumetricGlare)
                    {
                        light.Draw();
                    }
                }


                m_renderProfiler.EndProfilingBlock();


                m_renderProfiler.StartProfilingBlock("Hemisphere");

                foreach (MyLight light in m_hemiLights)
                {
                    // compute bounding box
                    //Vector3 center = light.Position;// - light.Range * new Vector3(0,1,0);
                    //Vector3 extend = new Vector3(light.Range, light.Range, light.Range);
                    //m_lightBoundingBox.Min = center - extend;
                    //m_lightBoundingBox.Max = center + extend;
                    // Always cull clockwise (render inner parts of object), depth test is done is PS using light radius
                    if (Vector3.Dot(light.ReflectorDirection, MyCamera.Position - light.Position) > 0 && light.PointBoundingSphere.Contains(MyCamera.Position) == MinerWarsMath.ContainmentType.Contains)
                    {
                        RasterizerState.CullNone.Apply(); //zevnitr
                    }
                    else
                    {
                        RasterizerState.CullCounterClockwise.Apply(); //zvenku
                    }

                    effectPointLight.SetLightPosition(light.Position);
                    effectPointLight.SetLightIntensity(light.Intensity);
                    effectPointLight.SetSpecularLightColor(light.SpecularColor);
                    effectPointLight.SetFalloff(light.Falloff);

                    effectPointLight.SetLightRadius(light.Range);
                    effectPointLight.SetReflectorTexture(light.ReflectorTexture);
                    effectPointLight.SetLightColor(new Vector3(light.Color.X, light.Color.Y, light.Color.Z));
                    effectPointLight.SetTechnique(effectPointLight.DefaultHemisphereTechnique);

                    Matrix world = Matrix.CreateScale(light.Range) * Matrix.CreateWorld(light.Position, light.ReflectorDirection, light.ReflectorUp);
                    MySimpleObjectDraw.DrawHemisphereForLight(effectPointLight, ref world, ref MyMath.Vector3One, 1);
                    light.Draw();

                    MyPerformanceCounter.PerCameraDraw.LightsCount++;
                }
                m_renderProfiler.EndProfilingBlock();


                m_renderProfiler.StartProfilingBlock("Spotlight");
                RenderSpotLights(m_spotLightRenderElements, effectPointLight);

                m_renderProfiler.EndProfilingBlock();

                if (EnableSpectatorReflector && DrawSpectatorReflector && SpectatorReflector != null && SpectatorReflector.LightOn && SpectatorReflector.ReflectorOn)
                {
                    SpectatorReflector.ReflectorDirection = MyCamera.ForwardVector;
                    SpectatorReflector.ReflectorUp        = MyCamera.UpVector;
                    SpectatorReflector.SetPosition(MyCamera.Position);

                    effectPointLight.SetLightPosition(SpectatorReflector.Position);
                    effectPointLight.SetReflectorTexture(null);
                    effectPointLight.SetReflectorDirection(SpectatorReflector.ReflectorDirection);
                    effectPointLight.SetReflectorConeMaxAngleCos(1 - SpectatorReflector.ReflectorConeMaxAngleCos);
                    effectPointLight.SetReflectorColor(SpectatorReflector.ReflectorColor);
                    effectPointLight.SetReflectorRange(SpectatorReflector.ReflectorRange);
                    effectPointLight.SetCameraPosition(MyCamera.Position);

                    // Special case, for camera reflector
                    effectPointLight.SetReflectorIntensity(MyMinerShipConstants.MINER_SHIP_NEAR_REFLECTOR_INTENSITY * MySmallShip.ReflectorIntensityMultiplier);
                    effectPointLight.SetReflectorFalloff(MyMinerShipConstants.MINER_SHIP_NEAR_REFLECTOR_FALLOFF);

                    effectPointLight.SetTechnique(effectPointLight.DefaultSpotTechnique);
                    MySimpleObjectDraw.DrawConeForLight(effectPointLight, SpectatorReflector.SpotWorld);


                    // Always cull clockwise (render inner parts of object), depth test is done is PS using light radius
                    RasterizerState.CullClockwise.Apply();

                    effectPointLight.SetLightIntensity(MyMinerShipConstants.MINER_SHIP_NEAR_LIGHT_INTENSITY);
                    effectPointLight.SetSpecularLightColor(Color.White.ToVector3());
                    effectPointLight.SetFalloff(1.0f);

                    effectPointLight.SetLightRadius(MyMinerShipConstants.MINER_SHIP_NEAR_LIGHT_RANGE);
                    effectPointLight.SetLightColor(new Color(MyReflectorConstants.SHORT_REFLECTOR_LIGHT_COLOR).ToVector3());
                    effectPointLight.SetTechnique(effectPointLight.DefaultSpotTechnique);

                    MySimpleObjectDraw.DrawSphereForLight(effectPointLight, ref MyCamera.Position, MyMinerShipConstants.MINER_SHIP_NEAR_LIGHT_RANGE, ref MyMath.Vector3One, 1);
                    MyPerformanceCounter.PerCameraDraw.LightsCount++;
                }
            }

            DepthStencilState.None.Apply();
            RasterizerState.CullCounterClockwise.Apply();

            MyStateObjects.Sun_Combination_BlendState.Apply();

            m_renderProfiler.StartProfilingBlock("Sun light");

            if (EnableSun && CurrentRenderSetup.EnableSun.Value)
            {
                //Sun light
                MyEffectDirectionalLight effectDirectionalLight = MyRender.GetEffect(MyEffects.DirectionalLight) as MyEffectDirectionalLight;
                Texture diffuseRTSun = MyRender.GetRenderTarget(MyRenderTargets.Diffuse);
                effectDirectionalLight.SetNormalsRT(MyRender.GetRenderTarget(MyRenderTargets.Normals));
                effectDirectionalLight.SetDiffuseRT(diffuseRTSun);
                effectDirectionalLight.SetDepthsRT(MyRender.GetRenderTarget(MyRenderTargets.Depth));
                effectDirectionalLight.SetHalfPixelAndScale(diffuseRTSun.GetLevelDescription(0).Width, diffuseRTSun.GetLevelDescription(0).Height, GetScaleForViewport(diffuseRTSun));

                effectDirectionalLight.SetCameraMatrix(Matrix.Invert(MyCamera.ViewMatrix));

                effectDirectionalLight.SetAmbientMinimumAndIntensity(new Vector4(AmbientColor * AmbientMultiplier, EnvAmbientIntensity));
                effectDirectionalLight.SetTextureEnvironmentMain(MyEnvironmentMap.EnvironmentMainMap);
                effectDirectionalLight.SetTextureEnvironmentAux(MyEnvironmentMap.EnvironmentAuxMap);
                effectDirectionalLight.SetTextureAmbientMain(MyEnvironmentMap.AmbientMainMap);
                effectDirectionalLight.SetTextureAmbientAux(MyEnvironmentMap.AmbientAuxMap);
                effectDirectionalLight.SetTextureEnvironmentBlendFactor(MyEnvironmentMap.BlendFactor);
                effectDirectionalLight.SetCameraPosition(MyCamera.Position);

                //Set distance where no slope bias will be applied (because of cockpit artifacts)
                effectDirectionalLight.SetNearSlopeBiasDistance(3);

                effectDirectionalLight.ShowSplitColors(ShowCascadeSplits);
                effectDirectionalLight.SetShadowBias(0.0001f * MyRenderConstants.RenderQualityProfile.ShadowBiasMultiplier);
                effectDirectionalLight.SetSlopeBias(0.00002f);
                effectDirectionalLight.SetSlopeCascadeMultiplier(20.0f); //100 makes artifacts in prefabs

                MyRender.GetShadowRenderer().SetupShadowBaseEffect(effectDirectionalLight);

                effectDirectionalLight.SetLightDirection(-m_sun.Direction); //*-1 because of shader opts
                effectDirectionalLight.SetLightColorAndIntensity(new Vector3(m_sun.Color.X, m_sun.Color.Y, m_sun.Color.Z), m_sun.Intensity);
                effectDirectionalLight.SetBacklightColorAndIntensity(new Vector3(m_sun.BackColor.X, m_sun.BackColor.Y, m_sun.BackColor.Z), m_sun.BackIntensity);
                //m_sun.SpecularColor = {X:0,9137255 Y:0,6078432 Z:0,2078431} //nice yellow
                effectDirectionalLight.SetSpecularLightColor(m_sun.SpecularColor);
                effectDirectionalLight.EnableCascadeBlending(MyRenderConstants.RenderQualityProfile.EnableCascadeBlending);

                effectDirectionalLight.SetFrustumCorners(MyRender.GetShadowRenderer().GetFrustumCorners());

                effectDirectionalLight.SetEnableAmbientEnvironment(EnableEnvironmentMapAmbient && MyRenderConstants.RenderQualityProfile.EnableEnvironmentals && CurrentRenderSetup.EnableEnvironmentMapping.Value);
                effectDirectionalLight.SetEnableReflectionEnvironment(EnableEnvironmentMapReflection && MyRenderConstants.RenderQualityProfile.EnableEnvironmentals && CurrentRenderSetup.EnableEnvironmentMapping.Value);

                if (EnableShadows && MyRender.CurrentRenderSetup.ShadowRenderer != null)
                {
                    effectDirectionalLight.SetTechnique(effectDirectionalLight.DefaultTechnique);
                }
                else
                {
                    effectDirectionalLight.SetTechnique(effectDirectionalLight.DefaultWithoutShadowsTechnique);
                }

                MyGuiManager.GetFullscreenQuad().Draw(effectDirectionalLight);
            }
            m_renderProfiler.EndProfilingBlock();

            // Blend in background
            if (true) // blend background
            {
                m_renderProfiler.StartProfilingBlock("Blend background");
                if (MyFakes.RENDER_PREVIEWS_WITH_CORRECT_ALPHA)
                {
                    // for some reason the other option does not give 0 alpha for the background when rendering gui preview images
                    MyStateObjects.Additive_NoAlphaWrite_BlendState.Apply();
                }
                else
                {
                    MyStateObjects.NonPremultiplied_NoAlphaWrite_BlendState.Apply();
                    //BlendState.NonPremultiplied.Apply();
                }
                DepthStencilState.None.Apply();
                RasterizerState.CullCounterClockwise.Apply();

                MyEffectBlendLights effectBlendLights = MyRender.GetEffect(MyEffects.BlendLights) as MyEffectBlendLights;
                Texture             diffuseRT         = GetRenderTarget(MyRenderTargets.Diffuse);
                MyCamera.SetupBaseEffect(effectBlendLights, m_currentSetup.FogMultiplierMult);
                effectBlendLights.SetDiffuseTexture(diffuseRT);
                effectBlendLights.SetNormalTexture(GetRenderTarget(MyRenderTargets.Normals));
                effectBlendLights.SetDepthTexture(GetRenderTarget(MyRenderTargets.Depth));
                effectBlendLights.SetHalfPixel(diffuseRT.GetLevelDescription(0).Width, diffuseRT.GetLevelDescription(0).Height);
                effectBlendLights.SetScale(GetScaleForViewport(diffuseRT));
                effectBlendLights.SetBackgroundTexture(GetRenderTarget(MyRenderTargets.Auxiliary0));

                effectBlendLights.SetTechnique(effectBlendLights.DefaultTechnique);

                MyGuiManager.GetFullscreenQuad().Draw(effectBlendLights);
                m_renderProfiler.EndProfilingBlock();

                // Blend in emissive light, overwrite emissivity (alpha)
                m_renderProfiler.StartProfilingBlock("Copy emisivity");

                if (MyPostProcessHDR.RenderHDRThisFrame())
                {
                    MyStateObjects.AddEmissiveLight_BlendState.Apply();
                }
                else
                {
                    MyStateObjects.AddEmissiveLight_NoAlphaWrite_BlendState.Apply();
                }

                effectBlendLights.SetTechnique(effectBlendLights.CopyEmissivityTechnique);
                MyGuiManager.GetFullscreenQuad().Draw(effectBlendLights);


                bool showDebugLighting = false;

                if (ShowSpecularIntensity)
                {
                    effectBlendLights.SetTechnique(MyEffectBlendLights.Technique.OnlySpecularIntensity);
                    showDebugLighting = true;
                }
                else
                if (ShowSpecularPower)
                {
                    effectBlendLights.SetTechnique(MyEffectBlendLights.Technique.OnlySpecularPower);
                    showDebugLighting = true;
                }
                else
                if (ShowEmissivity)
                {
                    effectBlendLights.SetTechnique(MyEffectBlendLights.Technique.OnlyEmissivity);
                    showDebugLighting = true;
                }
                else
                if (ShowReflectivity)
                {
                    effectBlendLights.SetTechnique(MyEffectBlendLights.Technique.OnlyReflectivity);
                    showDebugLighting = true;
                }

                if (showDebugLighting)
                {
                    BlendState.Opaque.Apply();
                    MyGuiManager.GetFullscreenQuad().Draw(effectBlendLights);
                }

                m_renderProfiler.EndProfilingBlock();
            }

            //TakeScreenshot("Accumulated_lights", GetRenderTarget(MyRenderTargets.Lod0Depth), MyEffectScreenshot.ScreenshotTechniqueEnum.Default);

            /*TakeScreenshot("EnvironmentMap_1", GetRenderTargetCube(MyRenderTargets.EnvironmentCube), MyEffectScreenshot.ScreenshotTechniqueEnum.Default);
             * TakeScreenshot("EnvironmentMap_2", GetRenderTargetCube(MyRenderTargets.EnvironmentCubeAux), MyEffectScreenshot.ScreenshotTechniqueEnum.Default);
             * TakeScreenshot("AmbientMap_1", GetRenderTargetCube(MyRenderTargets.AmbientCube), MyEffectScreenshot.ScreenshotTechniqueEnum.Default);
             * TakeScreenshot("AmbientMap_2", GetRenderTargetCube(MyRenderTargets.AmbientCubeAux), MyEffectScreenshot.ScreenshotTechniqueEnum.Default);
             */
            m_renderProfiler.EndProfilingBlock();
        }