示例#1
0
void RenderPath2D::Render() const
{
	GraphicsDevice* device = wiRenderer::GetDevice();

	const Texture2D* dsv = GetDepthStencil();

	// Special care for internal resolution, because stencil buffer is of internal resolution, 
	//	so we might need to render stencil sprites to separate render target that matches internal resolution!
	if (GetDepthStencil() != nullptr && wiRenderer::GetResolutionScale() != 1.0f)
	{
		const Texture2D* rts[] = { &rtStenciled };
		device->BindRenderTargets(ARRAYSIZE(rts), rts, dsv, GRAPHICSTHREAD_IMMEDIATE);

		float clear[] = { 0,0,0,0 };
		device->ClearRenderTarget(rts[0], clear, GRAPHICSTHREAD_IMMEDIATE);

		ViewPort vp;
		vp.Width = (float)rtStenciled.GetDesc().Width;
		vp.Height = (float)rtStenciled.GetDesc().Height;
		device->BindViewports(1, &vp, GRAPHICSTHREAD_IMMEDIATE);

		wiRenderer::GetDevice()->EventBegin("STENCIL Sprite Layers", GRAPHICSTHREAD_IMMEDIATE);
		for (auto& x : layers)
		{
			for (auto& y : x.items)
			{
				if (y.sprite != nullptr && y.sprite->params.stencilComp != STENCILMODE_DISABLED)
				{
					y.sprite->Draw(GRAPHICSTHREAD_IMMEDIATE);
				}
			}
		}
		wiRenderer::GetDevice()->EventEnd(GRAPHICSTHREAD_IMMEDIATE);

		dsv = nullptr;
	}


	const Texture2D* rts[] = { &rtFinal };
	device->BindRenderTargets(ARRAYSIZE(rts), rts, dsv, GRAPHICSTHREAD_IMMEDIATE);

	float clear[] = { 0,0,0,0 };
	device->ClearRenderTarget(rts[0], clear, GRAPHICSTHREAD_IMMEDIATE);

	ViewPort vp;
	vp.Width = (float)rtFinal.GetDesc().Width;
	vp.Height = (float)rtFinal.GetDesc().Height;
	device->BindViewports(1, &vp, GRAPHICSTHREAD_IMMEDIATE);

	if (GetDepthStencil() != nullptr)
	{
		if (wiRenderer::GetResolutionScale() != 1.0f)
		{
			wiRenderer::GetDevice()->EventBegin("Copy STENCIL Sprite Layers", GRAPHICSTHREAD_IMMEDIATE);
			wiImageParams fx;
			fx.enableFullScreen();
			wiImage::Draw(&rtStenciled, fx, GRAPHICSTHREAD_IMMEDIATE);
			wiRenderer::GetDevice()->EventEnd(GRAPHICSTHREAD_IMMEDIATE);
		}
		else
		{
			wiRenderer::GetDevice()->EventBegin("STENCIL Sprite Layers", GRAPHICSTHREAD_IMMEDIATE);
			for (auto& x : layers)
			{
				for (auto& y : x.items)
				{
					if (y.sprite != nullptr && y.sprite->params.stencilComp != STENCILMODE_DISABLED)
					{
						y.sprite->Draw(GRAPHICSTHREAD_IMMEDIATE);
					}
				}
			}
			wiRenderer::GetDevice()->EventEnd(GRAPHICSTHREAD_IMMEDIATE);
		}
	}

	wiRenderer::GetDevice()->EventBegin("Sprite Layers", GRAPHICSTHREAD_IMMEDIATE);
	for (auto& x : layers)
	{
		for (auto& y : x.items)
		{
			if (y.sprite != nullptr && y.sprite->params.stencilComp == STENCILMODE_DISABLED)
			{
				y.sprite->Draw(GRAPHICSTHREAD_IMMEDIATE);
			}
			if (y.font != nullptr)
			{
				y.font->Draw(GRAPHICSTHREAD_IMMEDIATE);
			}
		}
	}
	wiRenderer::GetDevice()->EventEnd(GRAPHICSTHREAD_IMMEDIATE);

	GetGUI().Render();

	RenderPath::Render();
}
void RenderPath3D_TiledDeferred::Render() const
{
	RenderFrameSetUp(GRAPHICSTHREAD_IMMEDIATE);
	RenderShadows(GRAPHICSTHREAD_IMMEDIATE);
	RenderReflections(GRAPHICSTHREAD_IMMEDIATE);

	// Main scene:
	{
		GRAPHICSTHREAD threadID = GRAPHICSTHREAD_IMMEDIATE;
		GraphicsDevice* device = wiRenderer::GetDevice();

		wiRenderer::UpdateCameraCB(wiRenderer::GetCamera(), threadID);

		const GPUResource* dsv[] = { &depthBuffer };
		device->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_DEPTH_READ, RESOURCE_STATE_DEPTH_WRITE, threadID);

		{
			wiProfiler::BeginRange("Opaque Scene", wiProfiler::DOMAIN_GPU, threadID);

			const Texture2D* rts[] = {
				&rtGBuffer[0],
				&rtGBuffer[1],
				&rtGBuffer[2],
				&lightbuffer_diffuse,
				&lightbuffer_specular,
			};
			device->BindRenderTargets(ARRAYSIZE(rts), rts, &depthBuffer, threadID);
			float clear[] = { 0,0,0,0 };
			device->ClearRenderTarget(&rtGBuffer[1], clear, threadID);
			device->ClearDepthStencil(&depthBuffer, CLEAR_DEPTH | CLEAR_STENCIL, 0, 0, threadID);
			ViewPort vp;
			vp.Width = (float)rts[0]->GetDesc().Width;
			vp.Height = (float)rts[0]->GetDesc().Height;
			device->BindViewports(1, &vp, threadID);

			device->BindResource(PS, getReflectionsEnabled() ? &rtReflection : wiTextureHelper::getTransparent(), TEXSLOT_RENDERPATH_REFLECTION, threadID);
			device->BindResource(PS, getSSAOEnabled() ? &rtSSAO[0] : wiTextureHelper::getWhite(), TEXSLOT_RENDERPATH_SSAO, threadID);
			wiRenderer::DrawScene(wiRenderer::GetCamera(), getTessellationEnabled(), threadID, RENDERPASS_DEFERRED, getHairParticlesEnabled(), true, getLayerMask());

			wiProfiler::EndRange(threadID); // Opaque Scene
		}

		device->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_DEPTH_WRITE, RESOURCE_STATE_COPY_SOURCE, threadID);
		device->CopyTexture2D(&depthBuffer_Copy, &depthBuffer, threadID);
		device->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_COPY_SOURCE, RESOURCE_STATE_DEPTH_READ, threadID);

		RenderLinearDepth(threadID);

		device->UnbindResources(TEXSLOT_ONDEMAND0, TEXSLOT_ONDEMAND_COUNT, threadID);

		wiRenderer::BindDepthTextures(&depthBuffer_Copy, &rtLinearDepth, threadID);

		RenderDecals(threadID);

		wiRenderer::BindGBufferTextures(&rtGBuffer[0], &rtGBuffer[1], &rtGBuffer[2], threadID);

		device->BindResource(CS, getSSAOEnabled() ? &rtSSAO[0] : wiTextureHelper::getWhite(), TEXSLOT_RENDERPATH_SSAO, threadID);
		device->BindResource(CS, getSSREnabled() ? &rtSSR : wiTextureHelper::getTransparent(), TEXSLOT_RENDERPATH_SSR, threadID);

		wiRenderer::ComputeTiledLightCulling(threadID, &lightbuffer_diffuse, &lightbuffer_specular);

		RenderSSAO(threadID);

		RenderSSS(threadID);

		RenderDeferredComposition(threadID);

		RenderSSR(rtDeferred, threadID);
	}

	DownsampleDepthBuffer(GRAPHICSTHREAD_IMMEDIATE);

	wiRenderer::UpdateCameraCB(wiRenderer::GetCamera(), GRAPHICSTHREAD_IMMEDIATE);

	RenderOutline(rtDeferred, GRAPHICSTHREAD_IMMEDIATE);

	RenderLightShafts(GRAPHICSTHREAD_IMMEDIATE);

	RenderVolumetrics(GRAPHICSTHREAD_IMMEDIATE);

	RenderParticles(false, GRAPHICSTHREAD_IMMEDIATE);

	RenderRefractionSource(rtDeferred, GRAPHICSTHREAD_IMMEDIATE);

	RenderTransparents(rtDeferred, RENDERPASS_TILEDFORWARD, GRAPHICSTHREAD_IMMEDIATE);

	RenderParticles(true, GRAPHICSTHREAD_IMMEDIATE);

	TemporalAAResolve(rtDeferred, rtGBuffer[1], GRAPHICSTHREAD_IMMEDIATE);

	RenderBloom(rtDeferred, GRAPHICSTHREAD_IMMEDIATE);

	RenderPostprocessChain(rtDeferred, rtGBuffer[1], GRAPHICSTHREAD_IMMEDIATE);

	RenderPath2D::Render();
}