void ShadowsApp::RenderMainPass() { PIXEvent event(L"Main Pass"); ID3D11DeviceContextPtr context = deviceManager.ImmediateContext(); ID3D11RenderTargetView* renderTargets[1] = { NULL }; ID3D11DepthStencilView* ds = depthBuffer.DSView; context->OMSetRenderTargets(1, renderTargets, ds); D3D11_VIEWPORT vp; vp.Width = static_cast<float>(colorTarget.Width); vp.Height = static_cast<float>(colorTarget.Height); vp.TopLeftX = 0.0f; vp.TopLeftY = 0.0f; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; context->RSSetViewports(1, &vp); float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; context->ClearRenderTargetView(colorTarget.RTView, clearColor); context->ClearDepthStencilView(ds, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); Float4x4 meshWorld = Float4x4::ScaleMatrix(MeshScales[AppSettings::CurrentScene]); Float4x4 characterWorld = Float4x4::ScaleMatrix(CharacterScale); Float4x4 characterOrientation = Quaternion::ToFloat4x4(AppSettings::CharacterOrientation); characterWorld = characterWorld * characterOrientation; characterWorld.SetTranslation(CharacterPos); { ProfileBlock block(L"Depth Prepass"); if(AppSettings::GPUSceneSubmission) meshRenderer.RenderDepthGPU(context, camera, meshWorld, characterWorld, false); else meshRenderer.RenderDepthCPU(context, camera, meshWorld, characterWorld, false); } if(AppSettings::AutoComputeDepthBounds) meshRenderer.ReduceDepth(context, depthBuffer.SRView, camera); if(AppSettings::GPUSceneSubmission) meshRenderer.RenderShadowMapGPU(context, camera, meshWorld, characterWorld); else meshRenderer.RenderShadowMap(context, camera, meshWorld, characterWorld); renderTargets[0] = colorTarget.RTView; context->OMSetRenderTargets(1, renderTargets, ds); context->RSSetViewports(1, &vp); Float3 lightDir = AppSettings::LightDirection; meshRenderer.Render(context, camera, meshWorld, characterWorld); skybox.RenderSky(context, lightDir, true, camera.ViewMatrix(), camera.ProjectionMatrix()); }
void MSAAFilter::Render(const Timer& timer) { if(AppSettings::MSAAMode.Changed()) CreateRenderTargets(); ID3D11DeviceContextPtr context = deviceManager.ImmediateContext(); AppSettings::UpdateCBuffer(context); RenderScene(); RenderBackgroundVelocity(); RenderAA(); { // Kick off post-processing PIXEvent pixEvent(L"Post Processing"); postProcessor.Render(context, resolveTarget.SRView, deviceManager.BackBuffer(), timer.DeltaSecondsF()); } ID3D11RenderTargetView* renderTargets[1] = { deviceManager.BackBuffer() }; context->OMSetRenderTargets(1, renderTargets, NULL); SetViewport(context, deviceManager.BackBufferWidth(), deviceManager.BackBufferHeight()); RenderHUD(); ++frameCount; }
void MSAAFilter::RenderBackgroundVelocity() { PIXEvent pixEvent(L"Render Background Velocity"); ID3D11DeviceContextPtr context = deviceManager.ImmediateContext(); SetViewport(context, velocityTarget.Width, velocityTarget.Height); // Don't use camera translation for background velocity FirstPersonCamera tempCamera = camera; tempCamera.SetPosition(Float3(0.0f, 0.0f, 0.0f)); backgroundVelocityConstants.Data.InvViewProjection = Float4x4::Transpose(Float4x4::Invert(tempCamera.ViewProjectionMatrix())); backgroundVelocityConstants.Data.PrevViewProjection = Float4x4::Transpose(prevViewProjection); backgroundVelocityConstants.Data.RTSize.x = float(velocityTarget.Width); backgroundVelocityConstants.Data.RTSize.y = float(velocityTarget.Height); backgroundVelocityConstants.Data.JitterOffset = jitterOffset; backgroundVelocityConstants.ApplyChanges(context); backgroundVelocityConstants.SetPS(context, 0); prevViewProjection = tempCamera.ViewProjectionMatrix(); float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; context->OMSetBlendState(blendStates.BlendDisabled(), blendFactor, 0xFFFFFFFF); context->OMSetDepthStencilState(depthStencilStates.DepthEnabled(), 0); context->RSSetState(rasterizerStates.NoCull()); ID3D11RenderTargetView* rtvs[1] = { velocityTarget.RTView }; context->OMSetRenderTargets(1, rtvs, depthBuffer.DSView); context->VSSetShader(backgroundVelocityVS, nullptr, 0); context->PSSetShader(backgroundVelocityPS, nullptr, 0); context->GSSetShader(nullptr, nullptr, 0); context->HSSetShader(nullptr, nullptr, 0); context->DSSetShader(nullptr, nullptr, 0); ID3D11Buffer* vbs[1] = { nullptr }; UINT strides[1] = { 0 }; UINT offsets[1] = { 0 }; context->IASetVertexBuffers(0, 1, vbs, strides, offsets); context->IASetInputLayout(nullptr); context->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0); context->Draw(3, 0); rtvs[0] = nullptr; context->OMSetRenderTargets(1, rtvs, nullptr); }
void ShadowsApp::Render(const Timer& timer) { ID3D11DeviceContextPtr context = deviceManager.ImmediateContext(); AppSettings::UpdateCBuffer(context); RenderMainPass(); if(colorTarget.MultiSamples > 1) context->ResolveSubresource(resolveTarget.Texture, 0, colorTarget.Texture, 0, colorTarget.Format); // Kick off post-processing D3DPERF_BeginEvent(0xFFFFFFFF, L"Post Processing"); PostProcessor::Constants constants; constants.BloomThreshold = AppSettings::BloomThreshold; constants.BloomMagnitude = AppSettings::BloomMagnitude; constants.BloomBlurSigma = AppSettings::BloomBlurSigma; constants.Tau = AppSettings::AdaptationRate; constants.KeyValue = AppSettings::KeyValue; constants.TimeDelta = timer.DeltaSecondsF(); postProcessor.SetConstants(constants); postProcessor.Render(context, resolveTarget.SRView, deviceManager.BackBuffer()); D3DPERF_EndEvent(); // postProcessor.DrawDepthBuffer(depthBuffer, deviceManager.BackBuffer()); ID3D11RenderTargetView* renderTargets[1] = { deviceManager.BackBuffer() }; context->OMSetRenderTargets(1, renderTargets, NULL); D3D11_VIEWPORT vp; vp.Width = static_cast<float>(deviceManager.BackBufferWidth()); vp.Height = static_cast<float>(deviceManager.BackBufferHeight()); vp.TopLeftX = 0; vp.TopLeftY = 0; vp.MinDepth = 0; vp.MaxDepth = 1; context->RSSetViewports(1, &vp); //$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ /*spriteRenderer.Begin(context, SpriteRenderer::Linear); ID3D11ShaderResourceView* srv = meshRenderer.ShadowMap().SRView; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srv->GetDesc(&srvDesc); srvDesc.Texture2DArray.ArraySize = 1; ID3D11ShaderResourceViewPtr newSrv; deviceManager.Device()->CreateShaderResourceView(meshRenderer.ShadowMap().Texture, &srvDesc, &newSrv); spriteRenderer.Render(newSrv, Float4x4()); spriteRenderer.End();*/ RenderHUD(); }
void DirectX11RenderContext::SetRenderTarget() { Context->OMSetRenderTargets(1, &backBufferView.GetInterfacePtr(), nullptr); D3D11_TEXTURE2D_DESC desc; backBuffer->GetDesc(&desc); // Setup the viewport D3D11_VIEWPORT vp = { 0.0f, 0.0f, (FLOAT)desc.Width, (FLOAT)desc.Height, 0.0f, 1.0f }; Context->RSSetViewports(1, &vp); }
void MSAAFilter::RenderScene() { PIXEvent event(L"Render Scene"); ID3D11DeviceContextPtr context = deviceManager.ImmediateContext(); SetViewport(context, colorTarget.Width, colorTarget.Height); float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; context->ClearRenderTargetView(colorTarget.RTView, clearColor); context->ClearRenderTargetView(velocityTarget.RTView, clearColor); context->ClearDepthStencilView(depthBuffer.DSView, D3D11_CLEAR_DEPTH, 1.0f, 0); ID3D11RenderTargetView* renderTargets[2] = { nullptr, nullptr }; context->OMSetRenderTargets(1, renderTargets, depthBuffer.DSView); meshRenderer.RenderDepth(context, camera, modelTransform, false); meshRenderer.ReduceDepth(context, depthBuffer, camera); meshRenderer.RenderShadowMap(context, camera, modelTransform); renderTargets[0] = colorTarget.RTView; renderTargets[1] = velocityTarget.RTView; context->OMSetRenderTargets(2, renderTargets, depthBuffer.DSView); meshRenderer.Render(context, camera, modelTransform, envMap, envMapSH, jitterOffset); renderTargets[0] = colorTarget.RTView; renderTargets[1] = nullptr; context->OMSetRenderTargets(2, renderTargets, depthBuffer.DSView); if(AppSettings::RenderBackground) skybox.RenderEnvironmentMap(context, envMap, camera.ViewMatrix(), camera.ProjectionMatrix(), Float3(std::exp2(AppSettings::ExposureScale))); renderTargets[0] = renderTargets[1] = nullptr; context->OMSetRenderTargets(2, renderTargets, nullptr); }