mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-23 07:22:52 +08:00
623 lines
23 KiB
C#
623 lines
23 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Device = SharpDX.Direct3D11.Device;
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using Buffer = SharpDX.Direct3D11.Buffer;
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using MapFlags = SharpDX.Direct3D11.MapFlags;
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using SharpDX.Direct3D11;
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using System.IO;
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using CodeWalker.GameFiles;
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using CodeWalker.World;
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using SharpDX;
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using SharpDX.DXGI;
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using SharpDX.Mathematics.Interop;
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namespace CodeWalker.Rendering
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{
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public struct DeferredLightVSVars
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{
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public Matrix ViewProj;
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public Vector4 CameraPos;
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public uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
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public uint IsLOD; //useful or not?
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public uint Pad0;
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public uint Pad1;
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}
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public struct DeferredLightPSVars
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{
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public ShaderGlobalLightParams GlobalLights;
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public Matrix ViewProjInv;
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public Vector4 CameraPos;
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public uint EnableShadows;
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public uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
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public uint RenderModeIndex; //colour/texcoord index
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public uint RenderSamplerCoord; //which texcoord to use in single texture mode
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public uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
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public uint IsLOD; //useful or not?
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public uint SampleCount;//for MSAA
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public float SampleMult;//for MSAA
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}
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public struct DeferredLightInstVars
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{
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public Vector3 InstPosition;
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public float InstIntensity;
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public Vector3 InstColour;
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public float InstFalloff;
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public Vector3 InstDirection;
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public float InstFalloffExponent;
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public Vector3 InstTangentX;
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public float InstConeInnerAngle;
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public Vector3 InstTangentY;
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public float InstConeOuterAngle;
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public Vector3 InstCapsuleExtent;
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public uint InstType;
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public Vector3 InstCullingPlaneNormal;
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public float InstCullingPlaneOffset;
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}
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public struct DeferredSSAAPSVars
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{
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public uint SampleCount;
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public float SampleMult;
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public float TexelSizeX;
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public float TexelSizeY;
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}
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public class DeferredScene
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{
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public GpuMultiTexture GBuffers; // diffuse, normals, specular, irradiance
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public GpuTexture SceneColour; //final scene colour buffer
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SamplerState SampleStatePoint;
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SamplerState SampleStateLinear;
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BlendState BlendState;
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long WindowSizeVramUsage = 0;
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int Width = 0;
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int Height = 0;
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ViewportF Viewport;
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VertexShader DirLightVS;
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PixelShader DirLightPS;
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PixelShader DirLightMSPS;
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VertexShader LodLightVS;
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PixelShader LodLightPS;
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PixelShader LodLightMSPS;
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VertexShader LightVS;
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PixelShader LightPS;
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PixelShader LightMSPS;
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UnitCone LightCone;
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UnitSphere LightSphere;
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UnitCapsule LightCapsule;
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UnitQuad LightQuad;
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InputLayout LightQuadLayout;
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GpuVarsBuffer<DeferredLightVSVars> LightVSVars;
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GpuVarsBuffer<DeferredLightPSVars> LightPSVars;
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GpuVarsBuffer<DeferredLightInstVars> LightInstVars;
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VertexShader FinalVS;
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PixelShader SSAAPS;
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GpuVarsBuffer<DeferredSSAAPSVars> SSAAPSVars;
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public int SSAASampleCount = 1;
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public int MSAASampleCount = 4;
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public long VramUsage
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{
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get
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{
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return WindowSizeVramUsage;
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}
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}
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public DeferredScene(DXManager dxman)
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{
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var device = dxman.device;
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byte[] bDirLightVS = File.ReadAllBytes("Shaders\\DirLightVS.cso");
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byte[] bDirLightPS = File.ReadAllBytes("Shaders\\DirLightPS.cso");
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byte[] bDirLightMSPS = File.ReadAllBytes("Shaders\\DirLightPS_MS.cso");
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byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
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byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
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byte[] bLodLightMSPS = File.ReadAllBytes("Shaders\\LodLightsPS_MS.cso");
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byte[] bLightVS = File.ReadAllBytes("Shaders\\LightVS.cso");
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byte[] bLightPS = File.ReadAllBytes("Shaders\\LightPS.cso");
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byte[] bLightMSPS = File.ReadAllBytes("Shaders\\LightPS_MS.cso");
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byte[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
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DirLightVS = new VertexShader(device, bDirLightVS);
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DirLightPS = new PixelShader(device, bDirLightPS);
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LodLightVS = new VertexShader(device, bLodLightVS);
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LodLightPS = new PixelShader(device, bLodLightPS);
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LightVS = new VertexShader(device, bLightVS);
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LightPS = new PixelShader(device, bLightPS);
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try
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{
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//error could happen here if the device isn't supporting feature level 10.1
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DirLightMSPS = new PixelShader(device, bDirLightMSPS);
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LodLightMSPS = new PixelShader(device, bLodLightMSPS);
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LightMSPS = new PixelShader(device, bLightMSPS);
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}
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catch
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{
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MSAASampleCount = 1; //can't do MSAA without at least 10.1 support
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}
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LightCone = new UnitCone(device, bLodLightVS, 4, false);
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LightSphere = new UnitSphere(device, bLodLightVS, 4, true);
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LightCapsule = new UnitCapsule(device, bLodLightVS, 4, false);
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LightQuad = new UnitQuad(device, true);
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LightQuadLayout = new InputLayout(device, bDirLightVS, new[]
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{
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new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
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new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0),
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});
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LightVSVars = new GpuVarsBuffer<DeferredLightVSVars>(device);
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LightPSVars = new GpuVarsBuffer<DeferredLightPSVars>(device);
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LightInstVars = new GpuVarsBuffer<DeferredLightInstVars>(device);
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FinalVS = new VertexShader(device, bFinalVS);
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SSAAPS = new PixelShader(device, bSSAAPS);
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SSAAPSVars = new GpuVarsBuffer<DeferredSSAAPSVars>(device);
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TextureAddressMode a = TextureAddressMode.Clamp;
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Color4 b = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
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Comparison c = Comparison.Always;
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SampleStatePoint = DXUtility.CreateSamplerState(device, a, b, c, Filter.MinMagMipPoint, 0, 1.0f, 1.0f, 0.0f);
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SampleStateLinear = DXUtility.CreateSamplerState(device, a, b, c, Filter.MinMagMipLinear, 0, 1.0f, 1.0f, 0.0f);
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BlendState = DXUtility.CreateBlendState(device, false, BlendOperation.Add, BlendOption.One, BlendOption.Zero, BlendOperation.Add, BlendOption.One, BlendOption.Zero, ColorWriteMaskFlags.All);
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}
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public void Dispose()
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{
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DisposeBuffers();
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if (BlendState != null)
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{
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BlendState.Dispose();
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BlendState = null;
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}
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if (SampleStateLinear != null)
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{
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SampleStateLinear.Dispose();
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SampleStateLinear = null;
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}
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if (SampleStatePoint != null)
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{
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SampleStatePoint.Dispose();
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SampleStatePoint = null;
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}
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if (LightVSVars != null)
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{
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LightVSVars.Dispose();
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LightVSVars = null;
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}
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if (LightPSVars != null)
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{
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LightPSVars.Dispose();
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LightPSVars = null;
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}
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if (LightInstVars != null)
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{
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LightInstVars.Dispose();
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LightInstVars = null;
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}
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if (LightQuadLayout != null)
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{
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LightQuadLayout.Dispose();
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LightQuadLayout = null;
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}
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if (LightQuad != null)
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{
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LightQuad.Dispose();
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LightQuad = null;
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}
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if (LightCone != null)
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{
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LightCone.Dispose();
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LightCone = null;
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}
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if (LightSphere != null)
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{
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LightSphere.Dispose();
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LightSphere = null;
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}
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if (LightCapsule != null)
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{
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LightCapsule.Dispose();
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LightCapsule = null;
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}
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if (DirLightPS != null)
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{
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DirLightPS.Dispose();
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DirLightPS = null;
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}
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if (DirLightMSPS != null)
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{
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DirLightMSPS.Dispose();
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DirLightMSPS = null;
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}
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if (DirLightVS != null)
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{
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DirLightVS.Dispose();
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DirLightVS = null;
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}
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if (LodLightPS != null)
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{
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LodLightPS.Dispose();
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LodLightPS = null;
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}
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if (LodLightMSPS != null)
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{
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LodLightMSPS.Dispose();
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LodLightMSPS = null;
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}
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if (LodLightVS != null)
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{
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LodLightVS.Dispose();
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LodLightVS = null;
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}
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if (LightPS != null)
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{
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LightPS.Dispose();
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LightPS = null;
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}
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if (LightMSPS != null)
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{
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LightMSPS.Dispose();
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LightMSPS = null;
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}
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if (LightVS != null)
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{
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LightVS.Dispose();
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LightVS = null;
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}
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if (SSAAPSVars != null)
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{
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SSAAPSVars.Dispose();
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SSAAPSVars = null;
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}
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if (SSAAPS != null)
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{
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SSAAPS.Dispose();
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SSAAPS = null;
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}
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if (FinalVS != null)
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{
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FinalVS.Dispose();
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FinalVS = null;
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}
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}
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public void OnWindowResize(DXManager dxman)
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{
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DisposeBuffers();
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var device = dxman.device;
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int uw = Width = dxman.backbuffer.Description.Width * SSAASampleCount;
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int uh = Height = dxman.backbuffer.Description.Height * SSAASampleCount;
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Viewport = new ViewportF();
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Viewport.Width = (float)uw;
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Viewport.Height = (float)uh;
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Viewport.MinDepth = 0.0f;
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Viewport.MaxDepth = 1.0f;
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Viewport.X = 0.0f;
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Viewport.Y = 0.0f;
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GBuffers = new GpuMultiTexture(device, uw, uh, 4, Format.R8G8B8A8_UNorm, true, Format.D32_Float, MSAASampleCount);
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WindowSizeVramUsage += GBuffers.VramUsage;
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SceneColour = new GpuTexture(device, uw, uh, Format.R32G32B32A32_Float, 1, 0, true, Format.D32_Float);
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WindowSizeVramUsage += SceneColour.VramUsage;
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}
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public void DisposeBuffers()
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{
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if (GBuffers != null)
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{
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GBuffers.Dispose();
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GBuffers = null;
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}
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if (SceneColour != null)
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{
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SceneColour.Dispose();
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SceneColour = null;
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}
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WindowSizeVramUsage = 0;
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}
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public void Clear(DeviceContext context)
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{
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GBuffers.Clear(context, new Color4(0.0f, 0.0f, 0.0f, 0.0f));
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SceneColour.Clear(context, new Color4(0.2f, 0.4f, 0.6f, 0.0f));
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}
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public void ClearDepth(DeviceContext context)
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{
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GBuffers.ClearDepth(context);
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SceneColour.ClearDepth(context);
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}
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public void SetGBuffers(DeviceContext context)
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{
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GBuffers.SetRenderTargets(context);
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context.Rasterizer.SetViewport(Viewport);
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}
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public void SetSceneColour(DeviceContext context)
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{
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SceneColour.SetRenderTarget(context);
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context.Rasterizer.SetViewport(Viewport);
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}
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public void RenderLights(DeviceContext context, Camera camera, Shadowmap globalShadows, ShaderGlobalLights globalLights)
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{
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//first full-screen directional light pass, for sun/moon
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//discard pixels where scene depth is 0, since nothing was rendered there
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//blend mode: overwrite
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var ps = (MSAASampleCount > 1) ? DirLightMSPS : DirLightPS;
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context.VertexShader.Set(DirLightVS);
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context.PixelShader.Set(ps);
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LightVSVars.Vars.ViewProj = Matrix.Identity;
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LightVSVars.Vars.CameraPos = Vector4.Zero;
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LightVSVars.Vars.LightType = 0;
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LightVSVars.Vars.IsLOD = 0;
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LightVSVars.Vars.Pad0 = 0;
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LightVSVars.Vars.Pad1 = 0;
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LightVSVars.Update(context);
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LightVSVars.SetVSCBuffer(context, 0);
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LightPSVars.Vars.GlobalLights = globalLights.Params;
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LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
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LightPSVars.Vars.CameraPos = Vector4.Zero;
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LightPSVars.Vars.EnableShadows = (globalShadows != null) ? 1u : 0u;
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LightPSVars.Vars.RenderMode = 0;
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LightPSVars.Vars.RenderModeIndex = 1;
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LightPSVars.Vars.RenderSamplerCoord = 0;
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LightPSVars.Vars.LightType = 0;
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LightPSVars.Vars.IsLOD = 0;
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LightPSVars.Vars.SampleCount = (uint)MSAASampleCount;
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LightPSVars.Vars.SampleMult = 1.0f / MSAASampleCount;
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LightPSVars.Update(context);
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LightPSVars.SetPSCBuffer(context, 0);
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context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
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context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
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if (globalShadows != null)
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{
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globalShadows.SetFinalRenderResources(context);
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}
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context.InputAssembler.InputLayout = LightQuadLayout;
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LightQuad.Draw(context);
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context.VertexShader.Set(null);
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context.PixelShader.Set(null);
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context.PixelShader.SetShaderResources(0, null, null, null, null, null, null);
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context.PixelShader.SetSamplers(0, null, null);
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}
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public void RenderLights(DeviceContext context, Camera camera, List<RenderableLODLights> lodlights)
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{
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//instanced rendering of all other lights, using appropriate shapes
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//blend mode: additive
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var ps = (MSAASampleCount > 1) ? LodLightMSPS : LodLightPS;
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context.VertexShader.Set(LodLightVS);
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context.PixelShader.Set(ps);
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LightVSVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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LightVSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
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LightVSVars.Vars.LightType = 0;
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LightVSVars.Vars.IsLOD = 0;
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LightVSVars.Vars.Pad0 = 0;
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LightVSVars.Vars.Pad1 = 0;
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LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
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LightPSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
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LightPSVars.Vars.EnableShadows = 0;
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LightPSVars.Vars.RenderMode = 0;
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LightPSVars.Vars.RenderModeIndex = 1;
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LightPSVars.Vars.RenderSamplerCoord = 0;
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LightPSVars.Vars.LightType = 0;
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LightPSVars.Vars.IsLOD = 0;
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LightPSVars.Vars.SampleCount = (uint)MSAASampleCount;
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LightPSVars.Vars.SampleMult = 1.0f / MSAASampleCount;
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context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
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context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
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foreach (var rll in lodlights)
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{
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if (rll.PointsBuffer != null)
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{
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context.VertexShader.SetShaderResources(0, rll.PointsBuffer.SRV);
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context.PixelShader.SetShaderResources(6, rll.PointsBuffer.SRV);
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LightVSVars.Vars.LightType = 1;
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LightVSVars.Update(context);
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LightVSVars.SetVSCBuffer(context, 0);
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LightPSVars.Vars.LightType = 1;
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LightPSVars.Update(context);
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LightPSVars.SetPSCBuffer(context, 0);
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LightSphere.DrawInstanced(context, rll.PointsBuffer.StructCount);
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}
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if (rll.SpotsBuffer != null)
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{
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context.VertexShader.SetShaderResources(0, rll.SpotsBuffer.SRV);
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context.PixelShader.SetShaderResources(6, rll.SpotsBuffer.SRV);
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LightVSVars.Vars.LightType = 2;
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LightVSVars.Update(context);
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LightVSVars.SetVSCBuffer(context, 0);
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LightPSVars.Vars.LightType = 2;
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LightPSVars.Update(context);
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LightPSVars.SetPSCBuffer(context, 0);
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LightCone.DrawInstanced(context, rll.SpotsBuffer.StructCount);
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}
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if (rll.CapsBuffer != null)
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{
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context.VertexShader.SetShaderResources(0, rll.CapsBuffer.SRV);
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context.PixelShader.SetShaderResources(6, rll.CapsBuffer.SRV);
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LightVSVars.Vars.LightType = 4;
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LightVSVars.Update(context);
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LightVSVars.SetVSCBuffer(context, 0);
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LightPSVars.Vars.LightType = 4;
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LightPSVars.Update(context);
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LightPSVars.SetPSCBuffer(context, 0);
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LightCapsule.DrawInstanced(context, rll.CapsBuffer.StructCount);
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}
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}
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context.VertexShader.Set(null);
|
|
context.VertexShader.SetShaderResources(0, null, null, null);
|
|
context.PixelShader.Set(null);
|
|
context.PixelShader.SetShaderResources(0, null, null, null, null, null, null, null);
|
|
context.PixelShader.SetSamplers(0, null, null);
|
|
}
|
|
|
|
public void RenderLights(DeviceContext context, Camera camera, List<RenderableLightInst> lights)
|
|
{
|
|
//instanced rendering of all other lights, using appropriate shapes
|
|
//blend mode: additive
|
|
|
|
|
|
var ps = (MSAASampleCount > 1) ? LightMSPS : LightPS;
|
|
|
|
context.VertexShader.Set(LightVS);
|
|
context.PixelShader.Set(ps);
|
|
|
|
LightVSVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|
LightVSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
|
|
LightVSVars.Vars.LightType = 0;
|
|
LightVSVars.Vars.IsLOD = 0;
|
|
LightVSVars.Vars.Pad0 = 0;
|
|
LightVSVars.Vars.Pad1 = 0;
|
|
LightVSVars.Update(context);
|
|
LightVSVars.SetVSCBuffer(context, 0);
|
|
|
|
LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
|
|
LightPSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
|
|
LightPSVars.Vars.EnableShadows = 0;
|
|
LightPSVars.Vars.RenderMode = 0;
|
|
LightPSVars.Vars.RenderModeIndex = 1;
|
|
LightPSVars.Vars.RenderSamplerCoord = 0;
|
|
LightPSVars.Vars.LightType = 0;
|
|
LightPSVars.Vars.IsLOD = 0;
|
|
LightPSVars.Vars.SampleCount = (uint)MSAASampleCount;
|
|
LightPSVars.Vars.SampleMult = 1.0f / MSAASampleCount;
|
|
LightPSVars.Update(context);
|
|
LightPSVars.SetPSCBuffer(context, 0);
|
|
|
|
context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
|
|
context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
|
|
|
|
|
|
for (int i = 0; i < lights.Count; i++)
|
|
{
|
|
var li = lights[i];
|
|
var rl = li.Light;
|
|
|
|
LightInstVars.Vars.InstPosition = li.EntityPosition + li.EntityRotation.Multiply(rl.Position) - camera.Position;
|
|
LightInstVars.Vars.InstDirection = li.EntityRotation.Multiply(rl.Direction);
|
|
LightInstVars.Vars.InstTangentX = li.EntityRotation.Multiply(rl.TangentX);
|
|
LightInstVars.Vars.InstTangentY = li.EntityRotation.Multiply(rl.TangentY);
|
|
LightInstVars.Vars.InstCapsuleExtent = li.EntityRotation.Multiply(rl.CapsuleExtent);
|
|
LightInstVars.Vars.InstCullingPlaneNormal = li.EntityRotation.Multiply(rl.CullingPlaneNormal);
|
|
LightInstVars.Vars.InstColour = rl.Colour;
|
|
LightInstVars.Vars.InstIntensity = rl.Intensity;
|
|
LightInstVars.Vars.InstFalloff = rl.Falloff;
|
|
LightInstVars.Vars.InstFalloffExponent = rl.FalloffExponent;
|
|
LightInstVars.Vars.InstConeInnerAngle = rl.ConeInnerAngle;
|
|
LightInstVars.Vars.InstConeOuterAngle = rl.ConeOuterAngle;
|
|
LightInstVars.Vars.InstType = (uint)rl.Type;
|
|
LightInstVars.Vars.InstCullingPlaneOffset = rl.CullingPlaneOffset;
|
|
LightInstVars.Update(context);
|
|
LightInstVars.SetVSCBuffer(context, 1);
|
|
LightInstVars.SetPSCBuffer(context, 2);
|
|
|
|
switch (rl.Type)
|
|
{
|
|
case LightType.Point:
|
|
LightSphere.Draw(context);
|
|
break;
|
|
case LightType.Spot:
|
|
LightCone.Draw(context);
|
|
break;
|
|
case LightType.Capsule:
|
|
LightCapsule.Draw(context);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
context.VertexShader.Set(null);
|
|
context.VertexShader.SetShaderResources(0, null, null, null);
|
|
context.PixelShader.Set(null);
|
|
context.PixelShader.SetShaderResources(0, null, null, null, null, null, null, null);
|
|
context.PixelShader.SetSamplers(0, null, null);
|
|
}
|
|
|
|
|
|
public void SSAAPass(DeviceContext context)
|
|
{
|
|
//do antialiasing from SceneColour
|
|
|
|
context.VertexShader.Set(FinalVS);
|
|
context.PixelShader.Set(SSAAPS);
|
|
|
|
context.PixelShader.SetShaderResources(0, SceneColour.SRV);
|
|
context.PixelShader.SetSamplers(0, SampleStatePoint);
|
|
|
|
SSAAPSVars.Vars.SampleCount = (uint)SSAASampleCount;
|
|
SSAAPSVars.Vars.SampleMult = 1.0f / (SSAASampleCount * SSAASampleCount);
|
|
SSAAPSVars.Vars.TexelSizeX = 1.0f / Width;
|
|
SSAAPSVars.Vars.TexelSizeY = 1.0f / Height;
|
|
SSAAPSVars.Update(context);
|
|
SSAAPSVars.SetPSCBuffer(context, 0);
|
|
|
|
context.InputAssembler.InputLayout = LightQuadLayout;
|
|
LightQuad.Draw(context);
|
|
|
|
context.VertexShader.Set(null);
|
|
context.PixelShader.Set(null);
|
|
context.PixelShader.SetShaderResources(0, null, null, null);
|
|
context.PixelShader.SetSamplers(0, null, null);
|
|
|
|
}
|
|
|
|
|
|
}
|
|
}
|