Beispiel #1
0
void FinalPass::run(const GraphicContextPtr &gc, SceneImpl *scene)
{
	ScopeTimeFunction();
	//Texture2DPtr &log_average_light_texture = log_average_light.find_log_average_light(gc, lightsource_pass.final_color);

	inout.bloom_contribution->set_min_filter(filter_linear);
	inout.bloom_contribution->set_mag_filter(filter_linear);
	inout.ambient_occlusion->set_min_filter(filter_linear);
	inout.ambient_occlusion->set_mag_filter(filter_linear);
	inout.final_color->set_min_filter(filter_nearest);
	inout.final_color->set_mag_filter(filter_nearest);

	if (inout.fb_viewport) gc->set_frame_buffer(inout.fb_viewport);
	gc->set_viewport(inout.viewport, gc->texture_image_y_axis());
	gc->set_texture(0, inout.final_color);
	gc->set_texture(2, inout.bloom_contribution);
	gc->set_texture(3, inout.ambient_occlusion);
	gc->set_program_object(present_shader);
	gc->set_rasterizer_state(rasterizer_state);
	gc->draw_primitives(type_triangles, 6, rect_primarray);
	gc->reset_program_object();
	gc->reset_texture(0);
	gc->reset_texture(2);
	gc->reset_texture(3);
	gc->reset_frame_buffer();
}
	void RenderBatchTriangle::flush(const GraphicContextPtr &gc)
	{
		if (position > 0)
		{
			gc->set_program_object(program_sprite);

			int gpu_index;
			VertexArrayVector<SpriteVertex> gpu_vertices(batch_buffer->get_vertex_buffer(gc, gpu_index));

			if (!prim_array[gpu_index])
			{
				prim_array[gpu_index] = PrimitivesArray::create(gc);
				prim_array[gpu_index]->set_attributes(0, gpu_vertices, cl_offsetof(SpriteVertex, position));
				prim_array[gpu_index]->set_attributes(1, gpu_vertices, cl_offsetof(SpriteVertex, color));
				prim_array[gpu_index]->set_attributes(2, gpu_vertices, cl_offsetof(SpriteVertex, texcoord));
				prim_array[gpu_index]->set_attributes(3, gpu_vertices, cl_offsetof(SpriteVertex, texindex));

				if (!glyph_blend)
				{
					BlendStateDescription blend_desc;
					blend_desc.set_blend_function(blend_constant_color, blend_one_minus_src_color, blend_zero, blend_one);
					glyph_blend = gc->create_blend_state(blend_desc);
				}
			}

			gpu_vertices.upload_data(gc, 0, vertices, position);

			for (int i = 0; i < num_current_textures; i++)
				gc->set_texture(i, current_textures[i]);

#ifdef _DEBUG // Suppress a warning when the D3D debug layer is active (to do: add a boolean on gc that can report if a debug layer is present)
			if (num_current_textures > 0)
			{
				for (int i = num_current_textures; i < max_textures; i++)
					gc->set_texture(i, current_textures[0]);
			}
#endif

			if (use_glyph_program)
			{
				gc->set_blend_state(glyph_blend, constant_color);
				gc->draw_primitives(type_triangles, position, prim_array[gpu_index]);
				gc->reset_blend_state();
			}
			else
			{
				gc->draw_primitives(type_triangles, position, prim_array[gpu_index]);
			}

			for (int i = 0; i < num_current_textures; i++)
				gc->reset_texture(i);

#ifdef _DEBUG // Suppress a warning when the D3D debug layer is active (to do: add a boolean on gc that can report if a debug layer is present)
			if (num_current_textures > 0)
			{
				for (int i = num_current_textures; i < max_textures; i++)
					gc->reset_texture(i);
			}
#endif

			gc->reset_program_object();

			position = 0;
			for (int i = 0; i < num_current_textures; i++)
				current_textures[i] = Texture2DPtr();
			num_current_textures = 0;

		}
	}