/** Draws the meshes to the buffer */ void SV_GMeshInfoView::DrawMeshes() { D3D11GraphicsEngine* g = (D3D11GraphicsEngine *)Engine::GraphicsEngine; g->SetupVS_ExMeshDrawCall(); g->SetupVS_ExConstantBuffer(); g->SetupVS_ExPerInstanceConstantBuffer(); VisualTesselationSettings* ts = NULL; if(VisualInfo) ts = &VisualInfo->TesselationInfo; // Draw each texture for(auto it = Meshes.begin(); it != Meshes.end(); it++) { // Set up tesselation if wanted if(ts && !(*it).second->IndicesPNAEN.empty() && ts->buffer.VT_TesselationFactor > 0.0f) { g->Setup_PNAEN(D3D11GraphicsEngine::PNAEN_Default); ts->Constantbuffer->BindToDomainShader(1); ts->Constantbuffer->BindToHullShader(1); if((*it).first->CacheIn(-1) == zRES_CACHED_IN) { MyDirectDrawSurface7* surface = (*it).first->GetSurface(); ID3D11ShaderResourceView* srv = surface->GetNormalmap() ? ((D3D11Texture *)surface->GetNormalmap())->GetShaderResourceView() : NULL; // Draw (*it).first->Bind(0); g->DrawVertexBufferIndexed( (*it).second->MeshVertexBuffer, (*it).second->MeshIndexBufferPNAEN, (*it).second->IndicesPNAEN.size() ); } }else if(VisualInfo) { g->GetContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); g->GetContext()->DSSetShader(NULL, NULL, NULL); g->GetContext()->HSSetShader(NULL, NULL, NULL); g->SetActiveHDShader(""); g->SetActiveVertexShader("VS_Ex"); if((*it).first && (*it).first->CacheIn(-1) == zRES_CACHED_IN) { // Draw (*it).first->Bind(0); g->DrawVertexBufferIndexed( (*it).second->MeshVertexBuffer, (*it).second->MeshIndexBuffer, (*it).second->Indices.size() ); } } } }
/** Applys the shaders */ XRESULT D3D11VShader::Apply() { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; engine->GetContext()->IASetInputLayout(InputLayout); engine->GetContext()->VSSetShader(VertexShader, NULL, 0); return XR_SUCCESS; }
/** Copies the given texture to the given RTV */ XRESULT D3D11PfxRenderer::CopyTextureToRTV(ID3D11ShaderResourceView* texture, ID3D11RenderTargetView* rtv, INT2 targetResolution, bool useCustomPS, INT2 offset) { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; D3D11_VIEWPORT oldVP; if(targetResolution.x != 0 && targetResolution.y != 0) { UINT n=1; engine->GetContext()->RSGetViewports(&n, &oldVP); D3D11_VIEWPORT vp; vp.TopLeftX = (float)offset.x; vp.TopLeftY = (float)offset.y; vp.MinDepth = 0.0f; vp.MaxDepth = 0.0f; vp.Width = (float)targetResolution.x; vp.Height = (float)targetResolution.y; engine->GetContext()->RSSetViewports(1, &vp); } // Save old rendertargets ID3D11RenderTargetView* oldRTV = NULL; ID3D11DepthStencilView* oldDSV = NULL; engine->GetContext()->OMGetRenderTargets(1, &oldRTV, &oldDSV); // Bind shaders if(!useCustomPS) { D3D11PShader* simplePS = engine->GetShaderManager()->GetPShader("PS_PFX_Simple"); simplePS->Apply(); } engine->GetShaderManager()->GetVShader("VS_PFX")->Apply(); ID3D11ShaderResourceView* srv = NULL; engine->GetContext()->PSSetShaderResources(0,1,&srv); engine->GetContext()->OMSetRenderTargets(1, &rtv, NULL); if(texture) engine->GetContext()->PSSetShaderResources(0,1, &texture); DrawFullScreenQuad(); engine->GetContext()->PSSetShaderResources(0,1,&srv); engine->GetContext()->OMSetRenderTargets(1, &oldRTV, oldDSV); if(oldRTV)oldRTV->Release(); if(oldDSV)oldDSV->Release(); if(targetResolution.x != 0 && targetResolution.y != 0) { engine->GetContext()->RSSetViewports(1, &oldVP); } return XR_SUCCESS; }
D3D11PFX_HDR::D3D11PFX_HDR(D3D11PfxRenderer* rnd) : D3D11PFX_Effect(rnd) { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; // Create lum-buffer LumBuffer1 = new RenderToTextureBuffer(engine->GetDevice(), LUM_SIZE, LUM_SIZE, DXGI_FORMAT_R16_FLOAT, NULL, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, (int)(log(LUM_SIZE) / log(2))); LumBuffer2 = new RenderToTextureBuffer(engine->GetDevice(), LUM_SIZE, LUM_SIZE, DXGI_FORMAT_R16_FLOAT, NULL, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, (int)(log(LUM_SIZE) / log(2))); LumBuffer3 = new RenderToTextureBuffer(engine->GetDevice(), LUM_SIZE, LUM_SIZE, DXGI_FORMAT_R16_FLOAT, NULL, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, (int)(log(LUM_SIZE) / log(2))); engine->GetContext()->ClearRenderTargetView(LumBuffer1->GetRenderTargetView(), (float *)&D3DXVECTOR4(0,0,0,0)); engine->GetContext()->ClearRenderTargetView(LumBuffer2->GetRenderTargetView(), (float *)&D3DXVECTOR4(0,0,0,0)); engine->GetContext()->ClearRenderTargetView(LumBuffer3->GetRenderTargetView(), (float *)&D3DXVECTOR4(0,0,0,0)); ActiveLumBuffer = 0; }
/** Renders the scene with the given view-proj-matrices */ void D3D11PointLight::RenderCubemapFace(const D3DXMATRIX& view, const D3DXMATRIX& proj, UINT faceIdx) { D3D11GraphicsEngineBase* engineBase = (D3D11GraphicsEngineBase *)Engine::GraphicsEngine; D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *) engineBase; // TODO: Remove and use newer system! CameraReplacement cr; cr.PositionReplacement = LightInfo->Vob->GetPositionWorld(); cr.ProjectionReplacement = proj; cr.ViewReplacement = view; // Replace gothics camera Engine::GAPI->SetCameraReplacementPtr(&cr); if(engine->GetDummyCubeRT()) engine->GetContext()->ClearRenderTargetView(engine->GetDummyCubeRT()->GetRTVCubemapFace(faceIdx), (float *)&float4(0,0,0,0)); // Disable shadows for NPCs // TODO: Only for the player himself, because his shadows look ugly when using a torch bool oldDrawSkel = Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes; //Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes = false; float range = LightInfo->Vob->GetLightRange() * 1.1f; // Draw cubemap face ID3D11RenderTargetView* debugRTV = engine->GetDummyCubeRT() != NULL ? engine->GetDummyCubeRT()->GetRTVCubemapFace(faceIdx) : NULL; engine->RenderShadowCube(cr.PositionReplacement, range, DepthCubemap, DepthCubemap->GetDSVCubemapFace(faceIdx), debugRTV, false); //Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes = oldDrawSkel; // Reset settings Engine::GAPI->SetCameraReplacementPtr(NULL); }
/** Unmaps the buffer */ XRESULT D3D11VertexBuffer::Unmap() { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; engine->GetContext()->Unmap(VertexBuffer, 0); return XR_SUCCESS; }
/** Draws a fullscreenquad */ XRESULT D3D11PfxRenderer::DrawFullScreenQuad() { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; engine->UpdateRenderStates(); engine->GetContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); UINT offset = 0; UINT uStride = sizeof(SimpleVertexStruct); ID3D11Buffer* buffers = ScreenQuad->GetBuffer(); engine->GetContext()->IASetVertexBuffers( 0, 1, &buffers, &uStride, &offset ); //ID3D11Buffer* cb = NULL; //engine->GetContext()->VSSetConstantBuffers(0, 1, &cb); //Draw the mesh engine->GetContext()->Draw(6, 0 ); return XR_SUCCESS; }
/** Unbinds texturesamplers from the pixel-shader */ XRESULT D3D11PfxRenderer::UnbindPSResources(int num) { ID3D11ShaderResourceView** srv = new ID3D11ShaderResourceView*[num]; ZeroMemory(srv, sizeof(ID3D11ShaderResourceView*) * num); D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; engine->GetContext()->PSSetShaderResources(0, num, srv); delete[] srv; return XR_SUCCESS; }
/** Blurs the backbuffer and puts the result into TempBufferDS4_2*/ void D3D11PFX_HDR::CreateBloom(RenderToTextureBuffer* lum) { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; INT2 dsRes = INT2(Engine::GraphicsEngine->GetResolution().x / 4, Engine::GraphicsEngine->GetResolution().y / 4); engine->GetShaderManager()->GetVShader("VS_PFX")->Apply(); D3D11PShader* tonemapPS = engine->GetShaderManager()->GetPShader("PS_PFX_Tonemap"); tonemapPS->Apply(); HDRSettingsConstantBuffer hcb; hcb.HDR_LumWhite = Engine::GAPI->GetRendererState()->RendererSettings.HDRLumWhite; hcb.HDR_MiddleGray = Engine::GAPI->GetRendererState()->RendererSettings.HDRMiddleGray; hcb.HDR_Threshold = Engine::GAPI->GetRendererState()->RendererSettings.BloomThreshold; tonemapPS->GetConstantBuffer()[0]->UpdateBuffer(&hcb); tonemapPS->GetConstantBuffer()[0]->BindToPixelShader(0); lum->BindToPixelShader(engine->GetContext(), 1); FxRenderer->CopyTextureToRTV(engine->GetHDRBackBuffer()->GetShaderResView(), FxRenderer->GetTempBufferDS4_1()->GetRenderTargetView(), dsRes, true); D3D11PShader* gaussPS = engine->GetShaderManager()->GetPShader("PS_PFX_GaussBlur"); /** Pass 1: Blur-H */ // Apply PFX-VS D3D11PShader* simplePS = engine->GetShaderManager()->GetPShader("PS_PFX_Simple"); // Apply blur-H shader gaussPS->Apply(); // Update settings BlurConstantBuffer bcb; bcb.B_BlurSize = 1.0f; bcb.B_PixelSize = float2(1.0f / FxRenderer->GetTempBufferDS4_1()->GetSizeX(), 0.0f); gaussPS->GetConstantBuffer()[0]->UpdateBuffer(&bcb); gaussPS->GetConstantBuffer()[0]->BindToPixelShader(0); // Copy FxRenderer->CopyTextureToRTV(FxRenderer->GetTempBufferDS4_1()->GetShaderResView(), FxRenderer->GetTempBufferDS4_2()->GetRenderTargetView(), dsRes, true); /** Pass 2: Blur V */ // Update settings bcb.B_BlurSize = 1.0f; bcb.B_PixelSize = float2(0.0f, 1.0f / FxRenderer->GetTempBufferDS4_1()->GetSizeY()); bcb.B_Threshold = 0.0f; gaussPS->GetConstantBuffer()[0]->UpdateBuffer(&bcb); gaussPS->GetConstantBuffer()[0]->BindToPixelShader(0); // Copy FxRenderer->CopyTextureToRTV(FxRenderer->GetTempBufferDS4_2()->GetShaderResView(), FxRenderer->GetTempBufferDS4_1()->GetRenderTargetView(), dsRes, true); }
/** Maps the buffer */ XRESULT D3D11VertexBuffer::Map(int flags, void** dataPtr, UINT* size) { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; D3D11_MAPPED_SUBRESOURCE res; if (FAILED(engine->GetContext()->Map(VertexBuffer, 0, (D3D11_MAP)flags, 0, &res))) return XR_FAILED; *dataPtr = res.pData; *size = res.DepthPitch; return XR_SUCCESS; }
/** Debug-draws the cubemap to the screen */ void D3D11PointLight::DebugDrawCubeMap() { if(!InitDone) return; D3D11GraphicsEngineBase* engineBase = (D3D11GraphicsEngineBase *)Engine::GraphicsEngine; D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *) engineBase; // TODO: Remove and use newer system! const int previewSize = POINTLIGHT_SHADOWMAP_SIZE; const int previewDownscale = 4; for(int i=0;i<6;i++) { INT2 pPosition; int stride = (previewSize / previewDownscale); if(i==1) // x- { pPosition.x = 0; pPosition.y = stride; }else if(i==3) // y- { pPosition.x = stride; pPosition.y = stride; }else if(i==0) // x+ { pPosition.x = stride * 2; pPosition.y = stride; }else if(i==2) // y+ { pPosition.x = stride * 3; pPosition.y = stride; }else if(i==5) // z- { pPosition.x = stride; pPosition.y = 0; }else if(i==4) // z+ { pPosition.x = stride; pPosition.y = stride * 2; } INT2 pSize = INT2(previewSize / previewDownscale,previewSize / previewDownscale); ID3D11ShaderResourceView* srv = engine->GetDummyCubeRT()->GetSRVCubemapFace(i); engine->GetContext()->PSSetShaderResources(0,1, &srv); Engine::GraphicsEngine->DrawQuad(pPosition, pSize); } }
/** Draws this effect to the given buffer */ XRESULT D3D11PFX_HDR::Render(RenderToTextureBuffer* fxbuffer) { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; Engine::GAPI->GetRendererState()->BlendState.BlendEnabled = false; Engine::GAPI->GetRendererState()->BlendState.SetDirty(); // Save old rendertargets ID3D11RenderTargetView* oldRTV = NULL; ID3D11DepthStencilView* oldDSV = NULL; engine->GetContext()->OMGetRenderTargets(1, &oldRTV, &oldDSV); RenderToTextureBuffer* lum = CalcLuminance(); CreateBloom(lum); // Copy the original image to our temp-buffer FxRenderer->CopyTextureToRTV(engine->GetHDRBackBuffer()->GetShaderResView(), FxRenderer->GetTempBuffer()->GetRenderTargetView(), engine->GetResolution()); // Bind scene and luminance FxRenderer->GetTempBuffer()->BindToPixelShader(engine->GetContext(), 0); lum->BindToPixelShader(engine->GetContext(), 1); // Bind bloom FxRenderer->GetTempBufferDS4_1()->BindToPixelShader(engine->GetContext(), 2); // Draw the HDR-Shader D3D11PShader* hps = engine->GetShaderManager()->GetPShader("PS_PFX_HDR"); hps->Apply(); HDRSettingsConstantBuffer hcb; hcb.HDR_LumWhite = Engine::GAPI->GetRendererState()->RendererSettings.HDRLumWhite; hcb.HDR_MiddleGray = Engine::GAPI->GetRendererState()->RendererSettings.HDRMiddleGray; hcb.HDR_Threshold = Engine::GAPI->GetRendererState()->RendererSettings.BloomThreshold; hcb.HDR_BloomStrength = Engine::GAPI->GetRendererState()->RendererSettings.BloomStrength; hps->GetConstantBuffer()[0]->UpdateBuffer(&hcb); hps->GetConstantBuffer()[0]->BindToPixelShader(0); FxRenderer->CopyTextureToRTV(FxRenderer->GetTempBuffer()->GetShaderResView(), oldRTV, engine->GetResolution(), true); // Show lumBuffer //FxRenderer->CopyTextureToRTV(currentLum->GetShaderResView(), oldRTV, INT2(LUM_SIZE,LUM_SIZE), false); // 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; }
/** Calcualtes the luminance */ RenderToTextureBuffer* D3D11PFX_HDR::CalcLuminance() { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; RenderToTextureBuffer* lumRTV; RenderToTextureBuffer* lastLum; RenderToTextureBuffer* currentLum; // Figure out which buffers to use where switch(ActiveLumBuffer) { case 0: lumRTV = LumBuffer1; lastLum = LumBuffer2; currentLum = LumBuffer3; break; case 1: lumRTV = LumBuffer3; lastLum = LumBuffer1; currentLum = LumBuffer2; break; case 2: lumRTV = LumBuffer2; lastLum = LumBuffer3; currentLum = LumBuffer1; break; } D3D11PShader* lps = engine->GetShaderManager()->GetPShader("PS_PFX_LumConvert"); lps->Apply(); // Convert the backbuffer to our luminance buffer FxRenderer->CopyTextureToRTV(engine->GetHDRBackBuffer()->GetShaderResView(), currentLum->GetRenderTargetView(), INT2(LUM_SIZE,LUM_SIZE), true); // Create the average luminance engine->GetContext()->GenerateMips(currentLum->GetShaderResView()); D3D11PShader* aps = engine->GetShaderManager()->GetPShader("PS_PFX_LumAdapt"); aps->Apply(); LumAdaptConstantBuffer lcb; lcb.LC_DeltaTime = Engine::GAPI->GetDeltaTime(); aps->GetConstantBuffer()[0]->UpdateBuffer(&lcb); aps->GetConstantBuffer()[0]->BindToPixelShader(0); // Bind luminances lastLum->BindToPixelShader(engine->GetContext(), 1); currentLum->BindToPixelShader(engine->GetContext(), 2); // Convert the backbuffer to our luminance buffer FxRenderer->CopyTextureToRTV(NULL, lumRTV->GetRenderTargetView(), INT2(LUM_SIZE,LUM_SIZE), true); // Create the average luminance engine->GetContext()->GenerateMips(lumRTV->GetShaderResView()); // Increment ActiveLumBuffer++; ActiveLumBuffer = (ActiveLumBuffer == 3 ? 0 : ActiveLumBuffer); return lumRTV; }
/** 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; }
/** 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; }
/** Updates the view */ void SV_GMeshInfoView::UpdateView() { if(IsHidden()) return; D3D11GraphicsEngine* g = (D3D11GraphicsEngine *)Engine::GraphicsEngine; D3DXMatrixPerspectiveFovLH(&ObjectProjMatrix, (float)D3DXToRadian(FOV), GetSize().height / GetSize().width, 0.01f, 10000.0f); D3DXMatrixTranspose(&ObjectProjMatrix, &ObjectProjMatrix); g->SetDefaultStates(); Engine::GAPI->GetRendererState()->RasterizerState.CullMode = GothicRasterizerStateInfo::CM_CULL_NONE; Engine::GAPI->GetRendererState()->RasterizerState.SetDirty(); D3DXMATRIX oldProj = Engine::GAPI->GetProjTransform(); // Set transforms Engine::GAPI->SetWorldTransform(ObjectWorldMatrix); Engine::GAPI->SetViewTransform(ObjectViewMatrix); Engine::GAPI->SetProjTransform(ObjectProjMatrix); // Set Viewport D3D11_VIEWPORT oldVP; UINT numVP = 1; g->GetContext()->RSGetViewports(&numVP, &oldVP); D3D11_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = GetSize().width; vp.Height = GetSize().height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; g->GetContext()->RSSetViewports(1, &vp); // Clear g->GetContext()->ClearRenderTargetView(RT->GetRenderTargetView(), (float *)&D3DXVECTOR4(0,0,0,0)); g->GetContext()->ClearDepthStencilView(DS->GetDepthStencilView(), D3D11_CLEAR_DEPTH, 1.0f, 0); // Bind RTV g->GetContext()->OMSetRenderTargets(1, RT->GetRenderTargetViewPtr(), DS->GetDepthStencilView()); // Setup shaders g->SetActiveVertexShader("VS_Ex"); g->SetActivePixelShader("PS_DiffuseAlphaTest"); switch(RenderMode) { case RM_Lit: g->SetActivePixelShader("PS_Preview_TexturedLit"); DrawMeshes(); break; case RM_Textured: g->SetActivePixelShader("PS_Preview_Textured"); DrawMeshes(); break; case RM_TexturedWireFrame: g->SetActivePixelShader("PS_Preview_Textured"); DrawMeshes(); // No break here, render wireframe right after case RM_Wireframe: g->SetActivePixelShader("PS_Preview_White"); Engine::GAPI->GetRendererState()->RasterizerState.Wireframe = true; Engine::GAPI->GetRendererState()->RasterizerState.SetDirty(); DrawMeshes(); Engine::GAPI->GetRendererState()->RasterizerState.Wireframe = false; Engine::GAPI->GetRendererState()->RasterizerState.SetDirty(); break; } // Reset viewport g->GetContext()->RSSetViewports(1, &oldVP); Engine::GAPI->SetProjTransform(oldProj); // Update panel Panel->SetD3D11TextureAsImage(RT->GetTexture(), INT2(RT->GetSizeX(), RT->GetSizeY())); }