public void CollectVoxelizationPasses(VoxelizationPassList passList, IVoxelStorer storer, Matrix view, Vector3 resolution, VoxelAttribute attr, VoxelizationStage stage, bool output, bool shadows) { axisX.MultisampleCount = MultisampleCount; axisY.MultisampleCount = MultisampleCount; axisZ.MultisampleCount = MultisampleCount; axisX.CollectVoxelizationPasses(passList, storer, view, resolution, attr, stage, output, shadows); axisY.CollectVoxelizationPasses(passList, storer, view, resolution, attr, stage, output, shadows); axisZ.CollectVoxelizationPasses(passList, storer, view, resolution, attr, stage, output, shadows); }
public VoxelViewContext(VoxelizationPassList passes, int viewIndex) { IsVoxelView = false; foreach (var pass in passes.passes) { if (pass.view.Index == viewIndex) { IsVoxelView = true; break; } } }
public void CollectVoxelizationPasses(VoxelizationPassList passList, IVoxelStorer storer, Matrix view, Vector3 resolution, VoxelAttribute attr, VoxelizationStage stage, bool output, bool shadows) { var actualView = Matrix.Identity; if (VoxelizationAxis == Axis.Y) { actualView.ExchangeRows(1, 2); } if (VoxelizationAxis == Axis.X) { actualView.ExchangeRows(0, 2); } while (VoxelizationViews.Count <= currentViewIndex) { VoxelizationViews.Add(new RenderView()); VoxelizationViewSizes[VoxelizationViews[VoxelizationViews.Count - 1]] = new Int2(); } RenderView voxelizationView = VoxelizationViews[currentViewIndex]; float maxRes = Math.Max(resolution.X, Math.Max(resolution.Y, resolution.Z)); Matrix aspectScale = Matrix.Scaling(new Vector3(resolution.X, resolution.Z, resolution.Y) / maxRes); VoxelizationViewSizes[voxelizationView] = new Int2((int)maxRes, (int)maxRes); voxelizationView.View = actualView; voxelizationView.Projection = view * aspectScale; voxelizationView.ViewProjection = voxelizationView.View * voxelizationView.Projection; voxelizationView.ViewSize = new Vector2(maxRes * 8, maxRes * 8); //The BoundingFrustum constructor doesn't end up calculating the correct Near Plane for the symmetric matrix, squish it so the Z is from 0 to 1 Matrix SquishedMatrix = voxelizationView.ViewProjection * Matrix.Scaling(1f, 1f, 0.5f) * Matrix.Translation(new Vector3(0, 0, 0.5f)); voxelizationView.Frustum = new BoundingFrustum(ref SquishedMatrix); voxelizationView.CullingMode = CameraCullingMode.None; voxelizationView.NearClipPlane = 0.1f; voxelizationView.FarClipPlane = 1000.0f; currentViewIndex++; passList.AddDirect(storer, this, voxelizationView, attr, stage, output, shadows); }
public override void CollectVoxelizationPasses(VoxelizationPassList passList, IVoxelStorer storer, Matrix view, Vector3 resolution, VoxelizationStage stage, bool output) { passList.defaultVoxelizationMethod.CollectVoxelizationPasses(passList, storer, view, resolution, this, stage, output, false); }
public abstract void CollectVoxelizationPasses(VoxelizationPassList passList, IVoxelStorer storer, Matrix view, Vector3 resolution, VoxelizationStage stage, bool output);