Exemplo n.º 1
0
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());
}
Exemplo n.º 2
0
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);
}