/** Draws this effect to the given buffer */ XRESULT D3D11PFX_HeightFog::Render(RenderToTextureBuffer* fxbuffer) { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; // Save old rendertargets ID3D11RenderTargetView* oldRTV = NULL; ID3D11DepthStencilView* oldDSV = NULL; engine->GetContext()->OMGetRenderTargets(1, &oldRTV, &oldDSV); D3D11VShader* vs = engine->GetShaderManager()->GetVShader("VS_PFX"); D3D11PShader* hfPS = engine->GetShaderManager()->GetPShader("PS_PFX_Heightfog"); hfPS->Apply(); vs->Apply(); HeightfogConstantBuffer cb; D3DXMatrixInverse(&cb.InvProj, NULL, &Engine::GAPI->GetProjectionMatrix()); Engine::GAPI->GetViewMatrix(&cb.InvView); D3DXMatrixInverse(&cb.InvView, NULL, &cb.InvView); cb.CameraPosition = Engine::GAPI->GetCameraPosition(); float NearPlane=Engine::GAPI->GetRendererState()->RendererInfo.NearPlane; float FarPlane=Engine::GAPI->GetRendererState()->RendererInfo.FarPlane; D3DXMATRIX invViewProj, view; Engine::GAPI->GetViewMatrix(&view); D3DXMatrixMultiply(&invViewProj, &Engine::GAPI->GetProjectionMatrix(), &view); D3DXMatrixInverse(&invViewProj, NULL, &invViewProj); D3DXVECTOR3 vecFrustum[4]; /*vecFrustum[0] = D3DXVECTOR3(-1.0f, -1.0f, 0.0f); // xyz vecFrustum[1] = D3DXVECTOR3( 1.0f, -1.0f, 0.0f); // Xyz vecFrustum[2] = D3DXVECTOR3(-1.0f, 1.0f, 0.0f); // xYz vecFrustum[3] = D3DXVECTOR3( 1.0f, 1.0f, 0.0f); // XYz*/ vecFrustum[0] = D3DXVECTOR3(-1.0f, -1.0f, 1.0f); // xyZ vecFrustum[1] = D3DXVECTOR3( 1.0f, -1.0f, 1.0f); // XyZ vecFrustum[2] = D3DXVECTOR3(-1.0f, 1.0f, 1.0f); // xYZ vecFrustum[3] = D3DXVECTOR3( 1.0f, 1.0f, 1.0f); // XYZ // Get world space frustum corners PFXVS_ConstantBuffer vcb; for( int i = 0; i < 4; i++ ) { D3DXVec3TransformCoord( &vecFrustum[i], &vecFrustum[i], &cb.InvProj ); D3DXVec3Normalize(&vecFrustum[i], &vecFrustum[i]); D3DXVec3TransformNormal( &vecFrustum[i], &vecFrustum[i], &cb.InvView ); } /*vcb.PFXVS_FrustumCorners[0] = D3DXVECTOR4(vecFrustum[0].x, vecFrustum[0].y, vecFrustum[0].z, 0.0f); vcb.PFXVS_FrustumCorners[1] = D3DXVECTOR4(vecFrustum[2].x, vecFrustum[2].y, vecFrustum[2].z, 0.0f); vcb.PFXVS_FrustumCorners[2] = D3DXVECTOR4(vecFrustum[1].x, vecFrustum[1].y, vecFrustum[1].z, 0.0f); vcb.PFXVS_FrustumCorners[3] = D3DXVECTOR4(vecFrustum[3].x, vecFrustum[3].y, vecFrustum[3].z, 0.0f); vcb.PFXVS_FrustumCorners[4] = D3DXVECTOR4(vecFrustum[1].x, vecFrustum[1].y, vecFrustum[1].z, 0.0f); vcb.PFXVS_FrustumCorners[5] = D3DXVECTOR4(vecFrustum[2].x, vecFrustum[2].y, vecFrustum[2].z, 0.0f);*/ cb.HF_GlobalDensity = Engine::GAPI->GetRendererState()->RendererSettings.FogGlobalDensity; cb.HF_HeightFalloff = Engine::GAPI->GetRendererState()->RendererSettings.FogHeightFalloff; float height = Engine::GAPI->GetRendererState()->RendererSettings.FogHeight; D3DXVECTOR3 color = *Engine::GAPI->GetRendererState()->RendererSettings.FogColorMod.toD3DXVECTOR3(); float fnear = 15000.0f; float ffar = 60000.0f; float secScale = Engine::GAPI->GetRendererState()->RendererSettings.SectionDrawRadius; cb.HF_WeightZNear = std::max(0.0f, WORLD_SECTION_SIZE * ((secScale - 0.5f) * 0.7f) - (ffar - fnear)); // Keep distance from original fog but scale the near-fog up to section draw distance cb.HF_WeightZFar = WORLD_SECTION_SIZE * ((secScale - 0.5f) * 0.8f); float atmoMax = 83200.0f; // Fixme: Calculate! float atmoMin = 27799.9922f; cb.HF_WeightZFar = std::min(cb.HF_WeightZFar, atmoMax); cb.HF_WeightZNear = std::min(cb.HF_WeightZNear, atmoMin); if(Engine::GAPI->GetFogOverride() > 0.0f) { // Make sure the camera is inside the fog when in fog zone height = Toolbox::lerp(height, Engine::GAPI->GetCameraPosition().y + 10000, Engine::GAPI->GetFogOverride()); // TODO: Get this from the actual fog-distance in the fogzone! // Override fog color when in fog zone color = Engine::GAPI->GetFogColor(); // Make it z-Fog cb.HF_HeightFalloff = Toolbox::lerp(cb.HF_HeightFalloff, 0.000001f, Engine::GAPI->GetFogOverride()); // Turn up density cb.HF_GlobalDensity = Toolbox::lerp(cb.HF_GlobalDensity, cb.HF_GlobalDensity * 2, Engine::GAPI->GetFogOverride()); // Use other fog-values for fog-zones float distNear = WORLD_SECTION_SIZE * ((ffar - fnear) / ffar); cb.HF_WeightZNear = Toolbox::lerp(cb.HF_WeightZNear, WORLD_SECTION_SIZE * 0.09f, Engine::GAPI->GetFogOverride()); cb.HF_WeightZFar = Toolbox::lerp(cb.HF_WeightZFar, WORLD_SECTION_SIZE * 0.8, Engine::GAPI->GetFogOverride()); } /*static float s_smoothHeight = Engine::GAPI->GetRendererState()->RendererSettings.FogHeight; static float s_smoothZF = cb.HF_WeightZFar; static float s_smoothZN = cb.HF_WeightZNear; // Fade Z-Far and z-Near s_smoothZF = Toolbox::lerp(s_smoothZF, cb.HF_WeightZFar, std::min(Engine::GAPI->GetFrameTimeSec() * 5.0f, 1.0f)); s_smoothZN = Toolbox::lerp(s_smoothZN, cb.HF_WeightZNear, std::min(Engine::GAPI->GetFrameTimeSec() * 5.0f, 1.0f)); cb.HF_WeightZNear = s_smoothZN; cb.HF_WeightZFar = s_smoothZF;*/ //static D3DXVECTOR3 s_smoothColor = *Engine::GAPI->GetRendererState()->RendererSettings.FogColorMod.toD3DXVECTOR3(); // Fade fog height in case it changes //s_smoothHeight = Toolbox::lerp(s_smoothHeight, height, std::min(Engine::GAPI->GetFrameTimeSec() * 5.0f, 1.0f)); // Fade color, because leaving a fogzone would make the fog-color pop otherwise //D3DXVec3Lerp(&s_smoothColor, &s_smoothColor, &color, std::min(Engine::GAPI->GetFrameTimeSec() * 5.0f, 1.0f)); //D3DXVECTOR3 fogColorMod = Engine::GAPI->GetRendererState()->RendererSettings.FogColorMod; cb.HF_FogColorMod = color;//Engine::GAPI->GetRendererState()->RendererSettings.FogColorMod; cb.HF_FogHeight = height; //cb.HF_FogColorMod = Engine::GAPI->GetRendererState()->GraphicsState.FF_FogColor; cb.HF_ProjAB = float2( Engine::GAPI->GetProjectionMatrix()._33, Engine::GAPI->GetProjectionMatrix()._34); // Modify fog when raining float rain = Engine::GAPI->GetRainFXWeight(); // Color D3DXVec3Lerp(cb.HF_FogColorMod.toD3DXVECTOR3(), cb.HF_FogColorMod.toD3DXVECTOR3(), &Engine::GAPI->GetRendererState()->RendererSettings.RainFogColor, std::min(1.0f, rain * 2.0f)); // Scale color faster here, so it looks better on light rain // Raining Density, only when not in fogzone cb.HF_GlobalDensity = Toolbox::lerp(cb.HF_GlobalDensity, Engine::GAPI->GetRendererState()->RendererSettings.RainFogDensity, rain * (1.0f - Engine::GAPI->GetFogOverride())); hfPS->GetConstantBuffer()[0]->UpdateBuffer(&cb); hfPS->GetConstantBuffer()[0]->BindToPixelShader(0); vs->GetConstantBuffer()[0]->UpdateBuffer(&vcb); vs->GetConstantBuffer()[0]->BindToVertexShader(0); GSky* sky = Engine::GAPI->GetSky(); hfPS->GetConstantBuffer()[1]->UpdateBuffer(&sky->GetAtmosphereCB()); hfPS->GetConstantBuffer()[1]->BindToPixelShader(1); engine->GetContext()->OMSetRenderTargets(1, &oldRTV, NULL); // Bind depthbuffer engine->GetDepthBuffer()->BindToPixelShader(engine->GetContext(), 1); Engine::GAPI->GetRendererState()->BlendState.SetDefault(); //Engine::GAPI->GetRendererState()->BlendState.SetAdditiveBlending(); Engine::GAPI->GetRendererState()->BlendState.BlendEnabled = true; Engine::GAPI->GetRendererState()->BlendState.SetDirty(); // Copy FxRenderer->DrawFullScreenQuad(); // Restore rendertargets ID3D11ShaderResourceView* srv = NULL; engine->GetContext()->PSSetShaderResources(1,1,&srv); engine->GetContext()->OMSetRenderTargets(1, &oldRTV, oldDSV); if(oldRTV)oldRTV->Release(); if(oldDSV)oldDSV->Release(); return XR_SUCCESS; }
/** Fills the associated state object using the given IDs */ void D3D11GraphicsEngineQueued::FillPipelineStateObject(PipelineState* state) { D3D11PipelineState* s = (D3D11PipelineState*)state; // Get state objects from id D3D11BlendStateInfo* blendState = D3D11ObjectIDs::BlendStateByID[(UINT8)state->BaseState.BlendStateID]; D3D11RasterizerStateInfo* rasterizerState = D3D11ObjectIDs::RasterizerStateByID[(UINT8)state->BaseState.RasterizerStateID]; D3D11DepthBufferState* depthStencilState = D3D11ObjectIDs::DepthStateByID[(UINT8)state->BaseState.DepthStencilID]; // Put them into our queue object if(blendState) s->BlendState = blendState->State; if(rasterizerState) s->RasterizerState = rasterizerState->State; if(depthStencilState) s->DepthStencilState = depthStencilState->State; // TODO: Do this for sampler states as well s->SamplerState = DefaultSamplerState; // Enter rendertargets s->RenderTargetViews[0] = Backbuffer->GetRenderTargetView(); s->NumRenderTargetViews = 1; s->DepthStencilView = DepthStencilBuffer->GetDepthStencilView(); // Enter textures for(int i=0;i<8;i++) { D3D11Texture* tex = (D3D11Texture *)D3D11ObjectIDs::TextureByID[s->BaseState.TextureIDs[i]]; if(!tex) break; s->Textures[i] = tex->GetShaderResourceView(); s->BaseState.NumTextures = i+1; } // Buffers s->ConstantBuffersVS.clear(); for(int i=0;i<ARRAYSIZE(s->BaseState.ConstantBuffersVS);i++) { D3D11ConstantBuffer* buf = (D3D11ConstantBuffer *)s->BaseState.ConstantBuffersVS[i]; if(!buf) break; s->ConstantBuffersVS.push_back(buf->Get()); } s->ConstantBuffersPS.clear(); for(int i=0;i<ARRAYSIZE(s->BaseState.ConstantBuffersPS);i++) { D3D11ConstantBuffer* buf = (D3D11ConstantBuffer *)s->BaseState.ConstantBuffersPS[i]; if(!buf) break; s->ConstantBuffersPS.push_back(buf->Get()); } s->ConstantBuffersHDS.clear(); for(int i=0;i<ARRAYSIZE(s->BaseState.ConstantBuffersHDS);i++) { D3D11ConstantBuffer* buf = (D3D11ConstantBuffer *)s->BaseState.ConstantBuffersHDS[i]; if(!buf) break; s->ConstantBuffersHDS.push_back(buf->Get()); } s->ConstantBuffersGS.clear(); for(int i=0;i<ARRAYSIZE(s->BaseState.ConstantBuffersGS);i++) { D3D11ConstantBuffer* buf = (D3D11ConstantBuffer *)s->BaseState.ConstantBuffersGS[i]; if(!buf) break; s->ConstantBuffersGS.push_back(buf->Get()); } s->VertexBuffers.clear(); for(int i=0;i<ARRAYSIZE(s->BaseState.VertexBuffers);i++) { D3D11VertexBuffer* buf = (D3D11VertexBuffer *)s->BaseState.VertexBuffers[i]; if(buf) s->VertexBuffers.push_back(buf->GetVertexBuffer()); } s->StructuredBuffersVS.clear(); for(int i=0;i<ARRAYSIZE(s->BaseState.StructuredBuffersVS);i++) { D3D11VertexBuffer* buf = (D3D11VertexBuffer *)s->BaseState.StructuredBuffersVS[i]; if(buf) s->StructuredBuffersVS.push_back(buf->GetShaderResourceView()); } if(s->BaseState.IndexBuffer) s->IndexBuffer = ((D3D11VertexBuffer *)s->BaseState.IndexBuffer)->GetVertexBuffer(); D3D11PShader* ps = D3D11ObjectIDs::PShadersByID[s->BaseState.PShaderID]; D3D11VShader* vs = D3D11ObjectIDs::VShadersByID[s->BaseState.VShaderID]; D3D11HDShader* hds = D3D11ObjectIDs::HDShadersByID[s->BaseState.HDShaderID]; //D3D11PShader* gs = NULL;//D3D11PShader::ShadersByID[s->BaseState.PShaderID]; s->PixelShader = ps ? ps->GetShader() : NULL; s->VertexShader = vs ? vs->GetShader() : NULL; s->InputLayout = vs ? vs->GetInputLayout() : NULL; s->HullShader = hds ? hds->GetHShader() : NULL; s->DomainShader = hds ? hds->GetDShader() : NULL; s->GeometryShader = NULL;//D3D11PShader::ShadersByID[s->BaseState.PShaderID]->GetShader(); // Build the sort-key s->SortItem.stateValue = s->SortItem.Build(s->BaseState); }
/** Draws this effect to the given buffer */ XRESULT D3D11PFX_GodRays::Render(RenderToTextureBuffer* fxbuffer) { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; D3DXVECTOR3 sunPosition = *Engine::GAPI->GetSky()->GetAtmosphereCB().AC_LightPos.toD3DXVECTOR3(); sunPosition *= Engine::GAPI->GetSky()->GetAtmosphereCB().AC_OuterRadius; sunPosition += Engine::GAPI->GetCameraPosition(); // Maybe use cameraposition from sky? D3DXMATRIX& view = Engine::GAPI->GetRendererState()->TransformState.TransformView; D3DXMATRIX& proj = Engine::GAPI->GetProjectionMatrix(); D3DXMATRIX viewProj = proj * view; D3DXMatrixTranspose(&viewProj, &viewProj); D3DXMatrixTranspose(&view, &view); D3DXVECTOR3 sunViewPosition; D3DXVec3TransformCoord(&sunViewPosition, &sunPosition, &view); // This is for checking if the light is behind the camera D3DXVec3TransformCoord(&sunPosition, &sunPosition, &viewProj); if(sunViewPosition.z < 0.0f) return XR_SUCCESS; // Don't render the godrays when the sun is behind the camera GodRayZoomConstantBuffer gcb; gcb.GR_Weight = 1.0f; gcb.GR_Decay = Engine::GAPI->GetRendererState()->RendererSettings.GodRayDecay; gcb.GR_Weight = Engine::GAPI->GetRendererState()->RendererSettings.GodRayWeight; gcb.GR_Density = Engine::GAPI->GetRendererState()->RendererSettings.GodRayDensity; gcb.GR_Center.x = sunPosition.x/2.0f +0.5f; gcb.GR_Center.y = sunPosition.y/-2.0f +0.5f; gcb.GR_ColorMod = Engine::GAPI->GetRendererState()->RendererSettings.GodRayColorMod; if(abs(gcb.GR_Center.x - 0.5f) > 0.5f) gcb.GR_Weight *= std::max(0.0f, 1.0f - (abs(gcb.GR_Center.x - 0.5f) - 0.5f) / 0.5f); if(abs(gcb.GR_Center.y - 0.5f) > 0.5f) gcb.GR_Weight *= std::max(0.0f, 1.0f - (abs(gcb.GR_Center.y - 0.5f) - 0.5f) / 0.5f); ID3D11RenderTargetView* oldRTV=NULL; ID3D11DepthStencilView* oldDSV=NULL; engine->GetContext()->OMGetRenderTargets(1, &oldRTV, &oldDSV); D3D11VShader* vs = engine->GetShaderManager()->GetVShader("VS_PFX"); D3D11PShader* maskPS = engine->GetShaderManager()->GetPShader("PS_PFX_GodRayMask"); D3D11PShader* zoomPS = engine->GetShaderManager()->GetPShader("PS_PFX_GodRayZoom"); maskPS->Apply(); vs->Apply(); // Draw downscaled mask engine->GetContext()->OMSetRenderTargets(1, FxRenderer->GetTempBufferDS4_1()->GetRenderTargetViewPtr(), NULL); engine->GetHDRBackBuffer()->BindToPixelShader(engine->GetContext(), 0); engine->GetGBuffer1()->BindToPixelShader(engine->GetContext(), 1); D3D11_VIEWPORT vp; vp.TopLeftX = 0.0f; vp.TopLeftY = 0.0f; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.Width = (float)FxRenderer->GetTempBufferDS4_1()->GetSizeX(); vp.Height = (float)FxRenderer->GetTempBufferDS4_1()->GetSizeY(); engine->GetContext()->RSSetViewports(1, &vp); FxRenderer->DrawFullScreenQuad(); // Zoom zoomPS->Apply(); zoomPS->GetConstantBuffer()[0]->UpdateBuffer(&gcb); zoomPS->GetConstantBuffer()[0]->BindToPixelShader(0); FxRenderer->CopyTextureToRTV(FxRenderer->GetTempBufferDS4_1()->GetShaderResView(), FxRenderer->GetTempBufferDS4_2()->GetRenderTargetView(), INT2(0,0), true); // Upscale and blend Engine::GAPI->GetRendererState()->BlendState.SetAdditiveBlending(); Engine::GAPI->GetRendererState()->BlendState.SetDirty(); FxRenderer->CopyTextureToRTV(FxRenderer->GetTempBufferDS4_2()->GetShaderResView(), oldRTV, INT2(engine->GetResolution().x, engine->GetResolution().y)); vp.Width = (float)engine->GetResolution().x; vp.Height = (float)engine->GetResolution().y; engine->GetContext()->RSSetViewports(1, &vp); engine->GetContext()->OMSetRenderTargets(1, &oldRTV, oldDSV); if(oldRTV)oldRTV->Release(); if(oldDSV)oldDSV->Release(); return XR_SUCCESS; }