protected override async Task LoadContent()
        {
            await base.LoadContent();

            cubemapSpriteEffect = EffectSystem.LoadEffect("CubemapSprite").WaitForResult();

            drawEffectContext = RenderContext.GetShared(Services);
            lamberFilter = new LambertianPrefilteringSH(drawEffectContext);
            lamberFilterNoCompute = new LambertianPrefilteringSHNoCompute(drawEffectContext);
            renderSHEffect = new SphericalHarmonicsRendererEffect();
            renderSHEffect.Initialize(drawEffectContext);

            spriteBatch = new SpriteBatch(GraphicsDevice);
            inputCubemap = Asset.Load<Texture>("CubeMap");
            outputCubemap = Texture.NewCube(GraphicsDevice, 256, 1, PixelFormat.R8G8B8A8_UNorm, TextureFlags.RenderTarget | TextureFlags.ShaderResource).DisposeBy(this);
            displayedCubemap = outputCubemap;
        }
示例#2
0
        public static SkyboxResult Compile(SkyboxAsset asset, SkyboxGeneratorContext context)
        {
            if (asset == null) throw new ArgumentNullException("asset");
            if (context == null) throw new ArgumentNullException("context");
            var result = new SkyboxResult { Skybox = new Skybox() };

            var parameters = context.Parameters;
            var skybox = result.Skybox;
            skybox.Parameters = parameters;

            if (asset.Model != null)
            {
                var cubemap = ((SkyboxCubeMapModel)asset.Model).CubeMap;
                if (cubemap == null)
                {
                    return result;
                }

                // load the skybox texture from the asset.
                var reference = AttachedReferenceManager.GetAttachedReference(cubemap);
                var skyboxTexture = context.Content.Load<Texture>(BuildTextureForSkyboxGenerationLocation(reference.Url));
                if (skyboxTexture.Dimension != TextureDimension.TextureCube)
                {
                    result.Error("SkyboxGenerator: The texture used as skybox should be a Cubemap.");
                    return result;
                }

                var shaderSource = asset.Model.Generate(context);
                parameters.Set(SkyboxKeys.Shader, shaderSource);

                // If we are using the skybox asset for lighting, we can compute it
                // TODO: This following code should be pluggable (like asset.Model.Generate(context);) but it is currently not
                if (asset.Usage != SkyboxUsage.Background)
                {
                    // -------------------------------------------------------------------
                    // Calculate Diffuse prefiltering
                    // -------------------------------------------------------------------
                    var lamberFiltering = new LambertianPrefilteringSHNoCompute(context.RenderContext)
                    {
                        HarmonicOrder = (int)asset.DiffuseSHOrder,
                        RadianceMap = skyboxTexture
                    };
                    lamberFiltering.Draw(context.RenderDrawContext);

                    var coefficients = lamberFiltering.PrefilteredLambertianSH.Coefficients;

                    // TODO: MOVE THE COEFFICIENTS TO THE SphericalHarmonics type in Core.Mathematics
                    var PI4 = 4*Math.PI;
                    var PI16 = 16*Math.PI;
                    var PI64 = 64*Math.PI;
                    var SQRT_PI = 1.77245385090551602729;

                    var bases = new float[coefficients.Length];
                    bases[0] = (float)(1.0/(2.0*SQRT_PI));

                    bases[1] = (float)(-Math.Sqrt(3.0/PI4));
                    bases[2] = (float)(Math.Sqrt(3.0/PI4));
                    bases[3] = (float)(-Math.Sqrt(3.0/PI4));

                    bases[4] = (float)(Math.Sqrt(15.0/PI4));
                    bases[5] = (float)(-Math.Sqrt(15.0/PI4));
                    bases[6] = (float)(Math.Sqrt(5.0/PI16));
                    bases[7] = (float)(-Math.Sqrt(15.0/PI4));
                    bases[8] = (float)(Math.Sqrt(15.0/PI16));

                    if (asset.DiffuseSHOrder == SkyboxPreFilteringDiffuseOrder.Order5)
                    {
                        bases[9] = -(float)Math.Sqrt(7/PI64);
                        bases[10] = (float)Math.Sqrt(105/PI4);
                        bases[11] = -(float)Math.Sqrt(21/PI16);
                        bases[12] = (float)Math.Sqrt(7/PI16);
                        bases[13] = -(float)Math.Sqrt(42/PI64);
                        bases[14] = (float)Math.Sqrt(105/PI16);
                        bases[15] = -(float)Math.Sqrt(70/PI64);

                        bases[16] = 3*(float)Math.Sqrt(35/PI16);
                        bases[17] = -3*(float)Math.Sqrt(70/PI64);
                        bases[18] = 3*(float)Math.Sqrt(5/PI16);
                        bases[19] = -3*(float)Math.Sqrt(10/PI64);
                        bases[20] = (float)(1.0/(16.0*SQRT_PI));
                        bases[21] = -3*(float)Math.Sqrt(10/PI64);
                        bases[22] = 3*(float)Math.Sqrt(5/PI64);
                        bases[23] = -3*(float)Math.Sqrt(70/PI64);
                        bases[24] = 3*(float)Math.Sqrt(35/(4*PI64));
                    }

                    for (int i = 0; i < coefficients.Length; i++)
                    {
                        coefficients[i] = coefficients[i]*bases[i];
                    }

                    skybox.DiffuseLightingParameters.Set(SkyboxKeys.Shader, new ShaderClassSource("SphericalHarmonicsEnvironmentColor", lamberFiltering.HarmonicOrder));
                    skybox.DiffuseLightingParameters.Set(SphericalHarmonicsEnvironmentColorKeys.SphericalColors, coefficients);

                    // -------------------------------------------------------------------
                    // Calculate Specular prefiltering
                    // -------------------------------------------------------------------
                    var specularRadiancePrefilterGGX = new RadiancePrefilteringGGXNoCompute(context.RenderContext);

                    var textureSize = asset.SpecularCubeMapSize <= 0 ? 64 : asset.SpecularCubeMapSize;
                    textureSize = (int)Math.Pow(2, Math.Round(Math.Log(textureSize, 2)));
                    if (textureSize < 64) textureSize = 64;

                    // TODO: Add support for HDR 32bits 
                    var filteringTextureFormat = skyboxTexture.Format.IsHDR() ? skyboxTexture.Format : PixelFormat.R8G8B8A8_UNorm;

                    //var outputTexture = Texture.New2D(graphicsDevice, 256, 256, skyboxTexture.Format, TextureFlags.ShaderResource | TextureFlags.UnorderedAccess, 6);
                    using (var outputTexture = Texture.New2D(context.GraphicsDevice, textureSize, textureSize, true, filteringTextureFormat, TextureFlags.ShaderResource | TextureFlags.RenderTarget, 6)
                        )
                    {
                        specularRadiancePrefilterGGX.RadianceMap = skyboxTexture;
                        specularRadiancePrefilterGGX.PrefilteredRadiance = outputTexture;
                        specularRadiancePrefilterGGX.Draw(context.RenderDrawContext);

                        var cubeTexture = Texture.NewCube(context.GraphicsDevice, textureSize, true, skyboxTexture.Format);
                        context.RenderDrawContext.CommandList.Copy(outputTexture, cubeTexture);

                        cubeTexture.SetSerializationData(cubeTexture.GetDataAsImage(context.RenderDrawContext.CommandList));

                        skybox.SpecularLightingParameters.Set(SkyboxKeys.Shader, new ShaderClassSource("RoughnessCubeMapEnvironmentColor"));
                        skybox.SpecularLightingParameters.Set(SkyboxKeys.CubeMap, cubeTexture);
                    }
                }
                // TODO: cubeTexture is not deallocated
            }

            return result;
        }