CodeWalker/Rendering/Shaders/DeferredScene.cs

492 lines
17 KiB
C#

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