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::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); }
void DirectX11RenderContext::ClearScreen() { float ClearColor[4] = { 1.0f, 0.5f, 0.5f, 1.0f }; Context->ClearRenderTargetView(backBufferView, ClearColor); }