예제 #1
0
void FinalPass::run(const GraphicContextPtr &gc, SceneImpl *scene)
{
	ScopeTimeFunction();
	//Texture2DPtr &log_average_light_texture = log_average_light.find_log_average_light(gc, lightsource_pass.final_color);

	inout.bloom_contribution->set_min_filter(filter_linear);
	inout.bloom_contribution->set_mag_filter(filter_linear);
	inout.ambient_occlusion->set_min_filter(filter_linear);
	inout.ambient_occlusion->set_mag_filter(filter_linear);
	inout.final_color->set_min_filter(filter_nearest);
	inout.final_color->set_mag_filter(filter_nearest);

	if (inout.fb_viewport) gc->set_frame_buffer(inout.fb_viewport);
	gc->set_viewport(inout.viewport, gc->texture_image_y_axis());
	gc->set_texture(0, inout.final_color);
	gc->set_texture(2, inout.bloom_contribution);
	gc->set_texture(3, inout.ambient_occlusion);
	gc->set_program_object(present_shader);
	gc->set_rasterizer_state(rasterizer_state);
	gc->draw_primitives(type_triangles, 6, rect_primarray);
	gc->reset_program_object();
	gc->reset_texture(0);
	gc->reset_texture(2);
	gc->reset_texture(3);
	gc->reset_frame_buffer();
}
예제 #2
0
void LightsourcePass::render(const GraphicContextPtr &gc, GPUTimer &timer)
{
	ScopeTimeFunction();

	zminmax.viewport = inout.viewport;
	zminmax.normal_z = inout.normal_z_gbuffer;
	zminmax.minmax(gc);
	update_buffers(gc);

	//timer.begin_time(gc, "light(cull)");

	gc->set_uniform_buffer(0, compute_uniforms);
	gc->set_storage_buffer(0, compute_lights);
	gc->set_storage_buffer(1, compute_visible_lights);
	gc->set_texture(0, zminmax.result);
	gc->set_texture(1, inout.normal_z_gbuffer);
	gc->set_texture(2, inout.diffuse_color_gbuffer);
	gc->set_texture(3, inout.specular_color_gbuffer);
	gc->set_texture(4, inout.specular_level_gbuffer);
	gc->set_texture(5, inout.shadow_maps);
	gc->set_texture(6, inout.self_illumination_gbuffer);
	gc->set_image_texture(0, inout.final_color);

	gc->set_program_object(cull_tiles_program);
	gc->dispatch((num_tiles_x + tile_size - 1) / tile_size, (num_tiles_y + tile_size - 1) / tile_size);

	//timer.end_time(gc);
	//timer.begin_time(gc, "light(render)");

	gc->set_program_object(render_tiles_program);
	gc->dispatch(num_tiles_x, num_tiles_y);

	gc->reset_image_texture(0);
	gc->reset_texture(6);
	gc->reset_texture(5);
	gc->reset_texture(4);
	gc->reset_texture(3);
	gc->reset_texture(2);
	gc->reset_texture(1);
	gc->reset_texture(0);
	gc->reset_uniform_buffer(2);
	gc->reset_uniform_buffer(1);
	gc->reset_uniform_buffer(0);

	//timer.end_time(gc);
}
예제 #3
0
void ZMinMax::minmax(const GraphicContextPtr &gc)
{
	update_buffers(gc);

	normal_z->set_min_filter(filter_nearest);
	normal_z->set_mag_filter(filter_nearest);
	normal_z->set_wrap_mode(wrap_clamp_to_edge, wrap_clamp_to_edge);

	gc->set_primitives_array(prim_array);
	gc->set_program_object(program0);
	gc->set_blend_state(blend_state);

	Size texture_size = find_texture_size(normal_z);

	for (int i = 0; i < iterations; i++)
	{
		if (i == 1)
			gc->set_program_object(program1);

		int iteration_width = texture_size.width >> i;
		int iteration_height = texture_size.height >> i;

		gc->set_frame_buffer((i % 2 == 0) ? fb0 : fb1);
		gc->set_viewport(Size(iteration_width, iteration_height), gc->texture_image_y_axis());
		if (i == 0)
			gc->set_texture(0, normal_z);
		else
			gc->set_texture(0, (i % 2 == 0) ? texture1 : texture0);
		gc->draw_primitives_array(type_triangles, 6);
	}

	gc->reset_texture(0);
	gc->reset_program_object();
	gc->reset_primitives_array();
	gc->reset_frame_buffer();
	gc->set_viewport(viewport.size(), gc->texture_image_y_axis());
}
예제 #4
0
void LightsourceSimplePass::render(const GraphicContextPtr &gc, GPUTimer &timer)
{
	ScopeTimeFunction();

	//timer.begin_time(gc, "light(simple)");

	gc->set_frame_buffer(inout.fb_final_color);

	gc->set_viewport(inout.viewport.size(), gc->texture_image_y_axis());

	gc->set_depth_range(0.0f, 0.9f);

	gc->set_uniform_buffer(0, uniforms);
	gc->set_texture(0, light_instance_texture);
	gc->set_texture(1, inout.normal_z_gbuffer);
	gc->set_texture(2, inout.diffuse_color_gbuffer);
	gc->set_texture(3, inout.specular_color_gbuffer);
	gc->set_texture(4, inout.specular_level_gbuffer);
	gc->set_texture(5, inout.shadow_maps);
	gc->set_texture(6, inout.self_illumination_gbuffer);

	gc->set_blend_state(blend_state);

	gc->clear();

	// To do: use icosahedron for smaller lights and when the camera is not inside the light influence sphere
	// To do: combine multiple lights into the same rect pass to reduce overdraw penalty

	gc->set_depth_stencil_state(rect_depth_stencil_state);
	gc->set_rasterizer_state(rect_rasterizer_state);
	gc->set_program_object(rect_light_program);

	gc->set_primitives_array(rect_prim_array);
	gc->draw_primitives_array_instanced(type_triangles, 0, 6, std::max(lights.size(), (size_t)1));
	gc->reset_primitives_array();

/*
	gc->set_depth_stencil_state(icosahedron_depth_stencil_state);
	gc->set_rasterizer_state(icosahedron_rasterizer_state);
	gc->set_program_object(icosahedron_light_program);

	gc->set_primitives_array(icosahedron_prim_array);
	gc->draw_primitives_elements_instanced(type_triangles, icosahedron->num_elements, icosahedron->elements, 0, lights.size());
	gc->reset_primitives_array();
*/

	gc->set_depth_stencil_state(icosahedron_depth_stencil_state);
	gc->set_rasterizer_state(icosahedron_rasterizer_state);
	gc->set_program_object(icosahedron_light_program);

	gc->set_primitives_array(icosahedron_prim_array);
	gc->draw_primitives_elements_instanced(type_triangles, icosahedron->num_elements, icosahedron->elements, type_unsigned_int, 0, lights.size());
	gc->reset_primitives_array();

	//timer.end_time(gc);
	//timer.begin_time(gc, "light(simple)");

	gc->reset_texture(6);
	gc->reset_texture(5);
	gc->reset_texture(4);
	gc->reset_texture(3);
	gc->reset_texture(2);
	gc->reset_texture(1);
	gc->reset_texture(0);
	gc->reset_uniform_buffer(0);

	//timer.end_time(gc);
}
예제 #5
0
	void RenderBatchTriangle::flush(const GraphicContextPtr &gc)
	{
		if (position > 0)
		{
			gc->set_program_object(program_sprite);

			int gpu_index;
			VertexArrayVector<SpriteVertex> gpu_vertices(batch_buffer->get_vertex_buffer(gc, gpu_index));

			if (!prim_array[gpu_index])
			{
				prim_array[gpu_index] = PrimitivesArray::create(gc);
				prim_array[gpu_index]->set_attributes(0, gpu_vertices, cl_offsetof(SpriteVertex, position));
				prim_array[gpu_index]->set_attributes(1, gpu_vertices, cl_offsetof(SpriteVertex, color));
				prim_array[gpu_index]->set_attributes(2, gpu_vertices, cl_offsetof(SpriteVertex, texcoord));
				prim_array[gpu_index]->set_attributes(3, gpu_vertices, cl_offsetof(SpriteVertex, texindex));

				if (!glyph_blend)
				{
					BlendStateDescription blend_desc;
					blend_desc.set_blend_function(blend_constant_color, blend_one_minus_src_color, blend_zero, blend_one);
					glyph_blend = gc->create_blend_state(blend_desc);
				}
			}

			gpu_vertices.upload_data(gc, 0, vertices, position);

			for (int i = 0; i < num_current_textures; i++)
				gc->set_texture(i, current_textures[i]);

#ifdef _DEBUG // Suppress a warning when the D3D debug layer is active (to do: add a boolean on gc that can report if a debug layer is present)
			if (num_current_textures > 0)
			{
				for (int i = num_current_textures; i < max_textures; i++)
					gc->set_texture(i, current_textures[0]);
			}
#endif

			if (use_glyph_program)
			{
				gc->set_blend_state(glyph_blend, constant_color);
				gc->draw_primitives(type_triangles, position, prim_array[gpu_index]);
				gc->reset_blend_state();
			}
			else
			{
				gc->draw_primitives(type_triangles, position, prim_array[gpu_index]);
			}

			for (int i = 0; i < num_current_textures; i++)
				gc->reset_texture(i);

#ifdef _DEBUG // Suppress a warning when the D3D debug layer is active (to do: add a boolean on gc that can report if a debug layer is present)
			if (num_current_textures > 0)
			{
				for (int i = num_current_textures; i < max_textures; i++)
					gc->reset_texture(i);
			}
#endif

			gc->reset_program_object();

			position = 0;
			for (int i = 0; i < num_current_textures; i++)
				current_textures[i] = Texture2DPtr();
			num_current_textures = 0;

		}
	}