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 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();
}
Exemplo n.º 3
0
	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);
	}