Exemple #1
0
void ModelViewer::RenderObjects( GraphicsContext& gfxContext, const Matrix4& ViewProjMat )
{
	struct VSConstants
	{
		Matrix4 modelToProjection;
		Matrix4 modelToShadow;
		XMFLOAT3 viewerPos;
	} vsConstants;
	vsConstants.modelToProjection = ViewProjMat;
	vsConstants.modelToShadow = m_SunShadow.GetShadowMatrix();
	XMStoreFloat3(&vsConstants.viewerPos, m_Camera.GetPosition());

	gfxContext.SetDynamicConstantBufferView(0, sizeof(vsConstants), &vsConstants);

	uint32_t materialIdx = 0xFFFFFFFFul;

	uint32_t VertexStride = m_Model.m_VertexStride;

	for (unsigned int meshIndex = 0; meshIndex < m_Model.m_Header.meshCount; meshIndex++)
	{
		const Model::Mesh& mesh = m_Model.m_pMesh[meshIndex];

		uint32_t indexCount = mesh.indexCount;
		uint32_t startIndex = mesh.indexDataByteOffset / sizeof(uint16_t);
		uint32_t baseVertex = mesh.vertexDataByteOffset / VertexStride;

		if (mesh.materialIndex != materialIdx)
		{
			materialIdx = mesh.materialIndex;
			gfxContext.SetDynamicDescriptors(3, 0, 6, m_Model.GetSRVs(materialIdx) );
		}

#if USE_VERTEX_BUFFER
		gfxContext.DrawIndexed(indexCount, startIndex, baseVertex);
#else
		gfxContext.SetConstants(5, baseVertex);
		gfxContext.DrawIndexed(indexCount, startIndex);
#endif
	}
}
Exemple #2
0
void ModelViewer::RenderScene( void )
{
	GraphicsContext& gfxContext = GraphicsContext::Begin(L"Scene Render");

	ParticleEffects::Update(gfxContext.GetComputeContext(), Graphics::GetFrameTime());

	__declspec(align(16)) struct
	{
		Vector3 sunDirection;
		Vector3 sunLight;
		Vector3 ambientLight;
		float ShadowTexelSize;
	} psConstants;

	psConstants.sunDirection = m_SunDirection;
	psConstants.sunLight = Vector3(1.0f, 1.0f, 1.0f) * m_SunLightIntensity;
	psConstants.ambientLight = Vector3(0.2f, 0.2f, 0.2f);
	psConstants.ShadowTexelSize = 1.0f / g_ShadowBuffer.GetWidth();

	{
		ScopedTimer _prof(L"Z PrePass", gfxContext);

		gfxContext.ClearDepth(g_SceneDepthBuffer);

		gfxContext.SetRootSignature(m_RootSig);
		gfxContext.SetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		gfxContext.SetIndexBuffer(m_Model.m_IndexBuffer.IndexBufferView());
#if USE_VERTEX_BUFFER
		gfxContext.SetVertexBuffer(0, m_Model.m_VertexBuffer.VertexBufferView());
#elif USE_ROOT_BUFFER_SRV
		gfxContext.SetBufferSRV(2, m_Model.m_VertexBuffer);
#else
		gfxContext.SetDynamicDescriptor(2, 0, m_Model.m_VertexBuffer.GetSRV());
#endif
		gfxContext.SetDynamicConstantBufferView(1, sizeof(psConstants), &psConstants);

		gfxContext.SetPipelineState(m_DepthPSO);
		gfxContext.SetDepthStencilTarget(g_SceneDepthBuffer);
		gfxContext.SetViewportAndScissor(m_MainViewport, m_MainScissor);
		RenderObjects( gfxContext, m_ViewProjMatrix );
	}

	SSAO::Render(gfxContext, m_Camera);

	if (!SSAO::DebugDraw)
	{
		ScopedTimer _prof(L"Main Render", gfxContext);

		gfxContext.ClearColor(g_SceneColorBuffer);

		gfxContext.SetRootSignature(m_RootSig);
		gfxContext.SetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		gfxContext.SetIndexBuffer(m_Model.m_IndexBuffer.IndexBufferView());
#if USE_VERTEX_BUFFER
		gfxContext.SetVertexBuffer(0, m_Model.m_VertexBuffer.VertexBufferView());
#elif USE_ROOT_BUFFER_SRV
		gfxContext.SetBufferSRV(2, m_Model.m_VertexBuffer);
#else
		gfxContext.SetDynamicDescriptor(2, 0, m_Model.m_VertexBuffer.GetSRV());
#endif
		gfxContext.SetDynamicDescriptors(4, 0, 2, m_ExtraTextures);
		gfxContext.SetDynamicConstantBufferView(1, sizeof(psConstants), &psConstants);

		{
			ScopedTimer _prof(L"Render Shadow Map", gfxContext);

			m_SunShadow.UpdateMatrix( -m_SunDirection, Vector3(0, -500.0f, 0), Vector3(ShadowDimX, ShadowDimY, ShadowDimZ),
				(uint32_t)g_ShadowBuffer.GetWidth(), (uint32_t)g_ShadowBuffer.GetHeight(), 16 );

			gfxContext.SetPipelineState(m_ShadowPSO);
			g_ShadowBuffer.BeginRendering(gfxContext);
			RenderObjects( gfxContext, m_SunShadow.GetViewProjMatrix() );
			g_ShadowBuffer.EndRendering(gfxContext);
		}

		{
			ScopedTimer _prof(L"Render Color", gfxContext);

			gfxContext.SetPipelineState(m_ModelPSO);
			gfxContext.SetRenderTarget(g_SceneColorBuffer, g_SceneDepthBuffer, true);
			gfxContext.SetViewportAndScissor(m_MainViewport, m_MainScissor);
			RenderObjects( gfxContext, m_ViewProjMatrix );
		}
	}

	ParticleEffects::Render(gfxContext, m_Camera, g_SceneColorBuffer, g_SceneDepthBuffer, g_LinearDepth);

	MotionBlur::RenderCameraBlur(gfxContext, m_Camera);

	gfxContext.CloseAndExecute();
}
void ModelViewer::RenderScene( void )
{
	GraphicsContext& gfxContext = GraphicsContext::Begin(L"Scene Render");

	ParticleEffects::Update(gfxContext.GetComputeContext(), Graphics::GetFrameTime());

	__declspec(align(16)) struct
	{
		Vector3 sunDirection;
		Vector3 sunLight;
		Vector3 ambientLight;
		float ShadowTexelSize;
	} psConstants;

	psConstants.sunDirection = m_SunDirection;
	psConstants.sunLight = Vector3(1.0f, 1.0f, 1.0f) * m_SunLightIntensity;
	psConstants.ambientLight = Vector3(1.0f, 1.0f, 1.0f) * m_AmbientIntensity;
	psConstants.ShadowTexelSize = 1.0f / g_ShadowBuffer.GetWidth();

	{
		ScopedTimer _prof(L"Z PrePass", gfxContext);

		gfxContext.TransitionResource(g_SceneDepthBuffer, D3D12_RESOURCE_STATE_DEPTH_WRITE, true);
		gfxContext.ClearDepth(g_SceneDepthBuffer);

		gfxContext.SetRootSignature(m_RootSig);
		gfxContext.SetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		gfxContext.SetIndexBuffer(m_Model.m_IndexBuffer.IndexBufferView());
#if USE_VERTEX_BUFFER
		gfxContext.SetVertexBuffer(0, m_Model.m_VertexBuffer.VertexBufferView());
#elif USE_ROOT_BUFFER_SRV
		gfxContext.SetBufferSRV(2, m_Model.m_VertexBuffer);
#else
		gfxContext.SetDynamicDescriptor(2, 0, m_Model.m_VertexBuffer.GetSRV());
#endif
		gfxContext.SetDynamicConstantBufferView(1, sizeof(psConstants), &psConstants);

		gfxContext.SetPipelineState(m_DepthPSO);
		gfxContext.SetDepthStencilTarget(g_SceneDepthBuffer.GetDSV());
		gfxContext.SetViewportAndScissor(m_MainViewport, m_MainScissor);
		RenderObjects(gfxContext, m_ViewProjMatrix );
	}

	SSAO::Render(gfxContext, m_Camera);

	if (!SSAO::DebugDraw)
	{
		ScopedTimer _prof(L"Main Render", gfxContext);

		gfxContext.TransitionResource(g_SceneColorBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, true);
		gfxContext.ClearColor(g_SceneColorBuffer);

		// Set the default state for command lists
		auto& pfnSetupGraphicsState = [&](void)
		{
			gfxContext.SetRootSignature(m_RootSig);
			gfxContext.SetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
			gfxContext.SetIndexBuffer(m_Model.m_IndexBuffer.IndexBufferView());
#if USE_VERTEX_BUFFER
			gfxContext.SetVertexBuffer(0, m_Model.m_VertexBuffer.VertexBufferView());
#elif USE_ROOT_BUFFER_SRV
			gfxContext.SetBufferSRV(2, m_Model.m_VertexBuffer);
#else
			gfxContext.SetDynamicDescriptor(2, 0, m_Model.m_VertexBuffer.GetSRV());
#endif
			gfxContext.SetDynamicDescriptors(4, 0, 2, m_ExtraTextures);
			gfxContext.SetDynamicConstantBufferView(1, sizeof(psConstants), &psConstants);
		};

		pfnSetupGraphicsState();

		{
			ScopedTimer _prof(L"Render Shadow Map", gfxContext);

			m_SunShadow.UpdateMatrix(-m_SunDirection, Vector3(0, -500.0f, 0), Vector3(ShadowDimX, ShadowDimY, ShadowDimZ),
				(uint32_t)g_ShadowBuffer.GetWidth(), (uint32_t)g_ShadowBuffer.GetHeight(), 16);

			gfxContext.SetPipelineState(m_ShadowPSO);
			g_ShadowBuffer.BeginRendering(gfxContext);
			RenderObjects(gfxContext, m_SunShadow.GetViewProjMatrix());
			g_ShadowBuffer.EndRendering(gfxContext);
		}

		if (SSAO::AsyncCompute)
		{
			gfxContext.Flush();
			pfnSetupGraphicsState();

			// Make the 3D queue wait for the Compute queue to finish SSAO
			g_CommandManager.GetGraphicsQueue().StallForProducer(g_CommandManager.GetComputeQueue());
		}

		{
			ScopedTimer _prof(L"Render Color", gfxContext);
			gfxContext.SetPipelineState(m_ModelPSO);
			gfxContext.TransitionResource(g_SSAOFullScreen, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
			gfxContext.TransitionResource(g_SceneColorBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET);
			gfxContext.TransitionResource(g_SceneDepthBuffer, D3D12_RESOURCE_STATE_DEPTH_READ);
			gfxContext.SetRenderTarget(g_SceneColorBuffer.GetRTV(), g_SceneDepthBuffer.GetDSV_DepthReadOnly());
			gfxContext.SetViewportAndScissor(m_MainViewport, m_MainScissor);
			RenderObjects( gfxContext, m_ViewProjMatrix );
		}
	}

	ParticleEffects::Render(gfxContext, m_Camera, g_SceneColorBuffer, g_SceneDepthBuffer, g_LinearDepth);

	// Until I work out how to couple these two, it's "either-or".
	if (DepthOfField::Enable)
		DepthOfField::Render(gfxContext, m_Camera.GetNearClip(), m_Camera.GetFarClip());
	else
		MotionBlur::RenderCameraBlur(gfxContext, m_Camera);

	gfxContext.Finish();
}