Beispiel #1
0
    void VegetationSpawnManager::Render(
        Metal::DeviceContext& context, LightingParserContext& parserContext,
        unsigned techniqueIndex, RenderCore::Assets::DelayStep delayStep)
    {
        if (_pimpl->_cfg._objectTypes.empty()) return;

        _pimpl->FillInDrawCallSets();

        auto& sharedStates = _pimpl->_modelCache->GetSharedStateSet();
        auto captureMarker = sharedStates.CaptureState(
            context, parserContext.GetStateSetResolver(), parserContext.GetStateSetEnvironment());
        auto& state = parserContext.GetTechniqueContext()._runtimeState;
        state.SetParameter(u("SPAWNED_INSTANCE"), 1);
        auto cleanup = MakeAutoCleanup(
            [&state]() { state.SetParameter(u("SPAWNED_INSTANCE"), 0); });

        auto& resources = *_pimpl->_resources;
        for (unsigned b=0; b<unsigned(_pimpl->_drawCallSets.size()); ++b)
            ModelRenderer::RenderPrepared(
                RenderCore::Assets::ModelRendererContext(context, parserContext, techniqueIndex),
                sharedStates, _pimpl->_drawCallSets[b], delayStep,
                [&context, b, &resources](ModelRenderer::DrawCallEvent evnt)
                {
                    VegetationSpawn_DrawInstances(
                        context, resources, b, 
                        evnt._indexCount, evnt._firstIndex, evnt._firstVertex);
                });
    }
Beispiel #2
0
    PreparedRTShadowFrustum PrepareRTShadows(
        IThreadContext& context,
        Metal::DeviceContext& metalContext, 
        LightingParserContext& parserContext,
        PreparedScene& preparedScene,
        const ShadowProjectionDesc& frustum,
        unsigned shadowFrustumIndex)
    {
        SceneParseSettings sceneParseSettings(
            SceneParseSettings::BatchFilter::RayTracedShadows, 
            ~SceneParseSettings::Toggles::BitField(0),
            shadowFrustumIndex);
        if (!parserContext.GetSceneParser()->HasContent(sceneParseSettings))
            return PreparedRTShadowFrustum();

        Metal::GPUProfiler::DebugAnnotation anno(metalContext, L"Prepare-RTShadows");

        auto& box = Techniques::FindCachedBox2<RTShadowsBox>(256, 256, 1024*1024, 32, 64*1024);
        auto oldSO = Metal::GeometryShader::GetDefaultStreamOutputInitializers();
        
        static const Metal::InputElementDesc soVertex[] = 
        {
            Metal::InputElementDesc("A", 0, Metal::NativeFormat::R32G32B32A32_FLOAT),
            Metal::InputElementDesc("B", 0, Metal::NativeFormat::R32G32_FLOAT),
            Metal::InputElementDesc("C", 0, Metal::NativeFormat::R32G32B32A32_FLOAT),
            Metal::InputElementDesc("D", 0, Metal::NativeFormat::R32G32B32_FLOAT)
        };

        static const Metal::InputElementDesc il[] = 
        {
            Metal::InputElementDesc("A", 0, Metal::NativeFormat::R32G32B32A32_FLOAT),
            Metal::InputElementDesc("B", 0, Metal::NativeFormat::R32G32_FLOAT),
            Metal::InputElementDesc("C", 0, Metal::NativeFormat::R32G32B32A32_FLOAT),
            Metal::InputElementDesc("D", 0, Metal::NativeFormat::R32G32B32_FLOAT)
        };

        metalContext.UnbindPS<Metal::ShaderResourceView>(5, 3);

        const unsigned bufferCount = 1;
        unsigned strides[] = { 52 };
        unsigned offsets[] = { 0 };
        Metal::GeometryShader::SetDefaultStreamOutputInitializers(
            Metal::GeometryShader::StreamOutputInitializers(soVertex, dimof(soVertex), strides, 1));

        static_assert(bufferCount == dimof(strides), "Stream output buffer count mismatch");
        static_assert(bufferCount == dimof(offsets), "Stream output buffer count mismatch");
        metalContext.BindSO(MakeResourceList(box._triangleBufferVB));

            // set up the render state for writing into the grid buffer
        SavedTargets savedTargets(metalContext);
        metalContext.Bind(box._gridBufferViewport);
        metalContext.Unbind<Metal::RenderTargetView>();
        metalContext.Bind(Techniques::CommonResources()._blendOpaque);
        metalContext.Bind(Techniques::CommonResources()._defaultRasterizer);    // for newer video cards, we need "conservative raster" enabled

        PreparedRTShadowFrustum preparedResult;
        preparedResult.InitialiseConstants(&metalContext, frustum._projections);
        using TC = Techniques::TechniqueContext;
        parserContext.SetGlobalCB(metalContext, TC::CB_ShadowProjection, &preparedResult._arbitraryCBSource, sizeof(preparedResult._arbitraryCBSource));
        parserContext.SetGlobalCB(metalContext, TC::CB_OrthoShadowProjection, &preparedResult._orthoCBSource, sizeof(preparedResult._orthoCBSource));

        parserContext.GetTechniqueContext()._runtimeState.SetParameter(
            StringShadowCascadeMode, 
            (preparedResult._mode == ShadowProjectionDesc::Projections::Mode::Ortho)?2:1);

            // Now, we need to transform the object's triangle buffer into shadow
            // projection space during this step (also applying skinning, wind bending, and
            // any other animation effects. 
            //
            // Each object that will be used with projected shadows must have a buffer 
            // containing the triangle information.
            //
            // We can deal with this in a number of ways:
            //      1. rtwritetiles shader writes triangles out in a stream-output step
            //      2. transform triangles first, then pass that information through the rtwritetiles shader
            //      3. transform triangles completely separately from the rtwritetiles step
            //
            // Method 1 would avoid extra transformations of the input data, and actually
            // simplifies some of the shader work. We don't need any special input buffers
            // or extra input data. The shaders just take generic model information, and build
            // everything they need, as they need it.
            //
            // We can also choose to reject backfacing triangles at this point, as well as 
            // removing triangles that are culled from the frustum.
            //
        Float4x4 savedWorldToProjection = parserContext.GetProjectionDesc()._worldToProjection;
        parserContext.GetProjectionDesc()._worldToProjection = frustum._worldToClip;
        auto cleanup = MakeAutoCleanup(
            [&parserContext, &savedWorldToProjection]() {
                parserContext.GetProjectionDesc()._worldToProjection = savedWorldToProjection;
                parserContext.GetTechniqueContext()._runtimeState.SetParameter(StringShadowCascadeMode, 0);
            });

        CATCH_ASSETS_BEGIN
            parserContext.GetSceneParser()->ExecuteScene(
                context, parserContext, sceneParseSettings, 
                preparedScene, TechniqueIndex_RTShadowGen);
        CATCH_ASSETS_END(parserContext)

        metalContext.UnbindSO();
        Metal::GeometryShader::SetDefaultStreamOutputInitializers(oldSO);

            // We have the list of triangles. Let's render then into the final
            // grid buffer viewport. This should create a list of triangles for
            // each cell in the grid. The goal is to reduce the number of triangles
            // that the ray tracing shader needs to look at.
            //
            // We could attempt to do this in the same step above. But that creates
            // some problems with frustum cull and back face culling. This order
            // allows us reduce the total triangle count before we start assigning
            // primitive ids.
            //
            // todo -- also calculate min/max for each grid during this step
        CATCH_ASSETS_BEGIN
            auto& shader = ::Assets::GetAssetDep<Metal::ShaderProgram>(
                "game/xleres/shadowgen/rtwritetiles.sh:vs_passthrough:vs_*",
                "game/xleres/shadowgen/consraster.sh:gs_conservativeRasterization:gs_*",
                "game/xleres/shadowgen/rtwritetiles.sh:ps_main:ps_*",
                "OUTPUT_PRIM_ID=1;INPUT_RAYTEST_TRIS=1");
            metalContext.Bind(shader);

            Metal::BoundInputLayout inputLayout(Metal::InputLayout(il, dimof(il)), shader);
            metalContext.Bind(inputLayout);

                // no shader constants/resources required

            unsigned clearValues[] = { 0, 0, 0, 0 };
            metalContext.Clear(box._gridBufferUAV, clearValues);

            metalContext.Bind(Techniques::CommonResources()._blendOpaque);
            metalContext.Bind(Techniques::CommonResources()._dssDisable);
            metalContext.Bind(Techniques::CommonResources()._cullDisable);
            metalContext.Bind(Metal::Topology::PointList);
            metalContext.Bind(MakeResourceList(box._triangleBufferVB), strides[0], offsets[0]);

            metalContext.Bind(
                MakeResourceList(box._dummyRTV), nullptr,
                MakeResourceList(box._gridBufferUAV, box._listsBufferUAV));
            metalContext.DrawAuto();
        CATCH_ASSETS_END(parserContext)

        metalContext.Bind(Metal::Topology::TriangleList);
        savedTargets.ResetToOldTargets(metalContext);

        preparedResult._listHeadSRV = box._gridBufferSRV;
        preparedResult._linkedListsSRV = box._listsBufferSRV;
        preparedResult._trianglesSRV = box._triangleBufferSRV;
        return std::move(preparedResult);
    }