///////////////////////////////////////////////
//Motion Blur
///////////////////////////////////////////////
AVOID DeferredRenderer::VGenerateVelocityMap(CameraPtr pCamera, Renderer* pRenderer, const Mat4x4 & viewproj)
{
	//set screen-aligned quad
	m_pVertices->Set(0, 0);

	//set shaders
	m_pVelocityMapShaders->VBind();

	//set shader resources
	m_gbuffer.BindPositionTex(0, ST_Pixel);

	//set render target
	m_pVelocityRTV->Set();

	//set constant buffers

	//bind matrix constant buffer to the pipeline
	Mat4x4 trans;
	//trans.CreateTranslation(pCamera->GetLookAt() + 10000 * pCamera->GetDir());
	trans.CreateTranslation(pCamera->GetPosition() + 500* pCamera->GetDir());

	Mat4x4 rot;
	rot = rot.CreateRollPitchYaw(pCamera->GetRoll(), pCamera->GetPitch(), pCamera->GetYaw());

	Mat4x4 WVP = rot * trans * pCamera->GetView() * CreateOrthoProjectionLH(SCREEN_WIDTH, SCREEN_HEIGHT, 1.0f, 1000.0f);
	WVP.Transpose();
	m_pMatrixBuffer->UpdateSubresource(0, NULL, &WVP, 0, 0);
	m_pMatrixBuffer->Set(0, ST_Vertex);

	//set previous frame view-projection transform
	Mat4x4 currViewProj = viewproj;
	Mat4x4 prevViewProj = pCamera->GetPrevView() * pCamera->GetPrevProjection();
	//prevViewProj = pCamera->GetView() * pCamera->GetProjection();
	//prevViewProj = pCamera->GetProjection();
	currViewProj.Transpose();
	prevViewProj.Transpose();
	//m_pcbPrevViewProj->UpdateSubresource(0, NULL, &prevViewProj, 0, 0);
	//m_pcbPrevViewProj->Set(0, ST_Pixel);

	struct TwoMatrices
	{
		Mat4x4 prevViewProj;
		Mat4x4 currViewProj;
	};
	TwoMatrices temp;
	temp.prevViewProj =prevViewProj;
	temp.currViewProj = currViewProj;

	m_pcbWorldPlusWVP->UpdateSubresource(0, nullptr, &temp, 0, 0);
	m_pcbWorldPlusWVP->Set(0, ST_Pixel);

	//Finally render velocity map
	Draw(6, 0);

	//unbind views
	UnbindShaderResourceViews(0, 1, ST_Pixel);
	UnbindRenderTargetViews(1);
}
///////////////////////////////////////////////
//Ambient occlusion
///////////////////////////////////////////////
AVOID DeferredRenderer::CalculateAmbientOcclusion(CameraPtr pCamera)
{
	m_pSSAOShaders->VBind();

	m_pVertices->Set(0, 0);

	//bind matrix constant buffer to the pipeline
	Mat4x4 trans;
	trans.CreateTranslation(pCamera->GetLookAt());

	Mat4x4 rot;
	rot = rot.CreateRollPitchYaw(pCamera->GetRoll(), pCamera->GetPitch(), pCamera->GetYaw());

	Mat4x4 WVP = rot * trans * pCamera->GetView() * CreateOrthoProjectionLH(SCREEN_WIDTH, SCREEN_HEIGHT, 0.1f, 1000.0f);
	WVP.Transpose();
	m_pMatrixBuffer->UpdateSubresource(0, NULL, &WVP, 0, 0);
	m_pMatrixBuffer->Set(0, ST_Vertex);

	//camera params
	Vec cameraParams = Vector(pCamera->GetFrustum().GetNearWidth(), pCamera->GetFrustum().GetNearHeight(), 0.0f, 0.0f);
	m_pcbFrustumSize->UpdateSubresource(0, NULL, &cameraParams, 0, 0);
	m_pcbFrustumSize->Set(0, ST_Pixel);

	//depth buffer params
	Vec depthBufferParams = Vector(1.0f / SCREEN_WIDTH, 1.0f / SCREEN_HEIGHT, 0.0f, 0.0f);
	m_pcbDepthBuffer->UpdateSubresource(0, NULL, &depthBufferParams, 0, 0);
	m_pcbDepthBuffer->Set(1, ST_Pixel); 

	//camera view matrix
	Mat4x4 View = pCamera->GetView();
	View.Transpose();
	m_pcbView->UpdateSubresource(0, NULL, &View, 0, 0);
	m_pcbView->Set(2, ST_Pixel);

	//send SSAO params
	//Vec ssaoParams = Vector(20.0f, 2.0f, 5.0f, 2.0f);
	//m_pcbSSAOParams->UpdateSubresource(0, NULL, &ssaoParams, 0, 0);
	//m_pcbSSAOParams->Set(2, ST_Pixel);
	
	m_pDepthDisableStencilDisable->Set(0);
	//m_pDepthSRV->Set(0, ST_Pixel);
	m_gbuffer.m_SRVList.SetView(2, 0, ST_Pixel);
	m_gbuffer.m_SRVList.SetView(5, 1, ST_Pixel);
	m_pSSAORTV->Set();
	
	//set sampler states
	//AnisotropySampler16()->Set(0, ST_Pixel);
	PointClampSampler()->Set(0, ST_Pixel);
	D3D11DeviceContext()->Draw(6, 0);

	//Unbind render target view
	UnbindRenderTargetViews(1);

	//m_pSSAOSRV->Set(5, ST_Pixel); 
	UnbindShaderResourceViews(0, 2, ST_Pixel);
	GetRenderTargetView()->Set(); 
}
示例#3
0
Vec Camera::GetLookAt() const
{
	Mat4x4 rot;
	rot = rot.CreateRollPitchYaw(m_roll, m_pitch, m_yaw);

	Vec lookAt;
	lookAt = m_pos + m_dir * rot;

	return lookAt;
}
AVOID DeferredRenderer::PrepareForLightPass(CameraPtr pCamera)                                                                                                                                                                                                                                       
{
	//set vertex buffer with positions
	m_pVertices->Set(0, 0);

	//set vertex buffer with texture data
	m_pTexCoords->Set(1, 0);

	//bind matrix constant buffer to the pipeline
	Mat4x4 trans;
	//trans.CreateTranslation(pCamera->GetLookAt() + 10000 * pCamera->GetDir());
	trans.CreateTranslation(pCamera->GetPosition() + 500* pCamera->GetDir());

	Mat4x4 rot;
	rot = rot.CreateRollPitchYaw(pCamera->GetRoll(), pCamera->GetPitch(), pCamera->GetYaw());

	Mat4x4 WVP = rot * trans * pCamera->GetView() * CreateOrthoProjectionLH(SCREEN_WIDTH, SCREEN_HEIGHT, 1.0f, 1000.0f);
	WVP.Transpose();
	m_pMatrixBuffer->UpdateSubresource(0, NULL, &WVP, 0, 0);
	m_pMatrixBuffer->Set(0, ST_Vertex);

	struct CameraBuffer
	{
		Mat4x4 inverseViewProjection;
		Vec pos;
	};
	CameraBuffer cameraBuffer;
	Mat4x4 inverseViewProjection = pCamera->GetViewProjection();
	inverseViewProjection.Inverse();
	cameraBuffer.pos = pCamera->GetPosition();
	cameraBuffer.inverseViewProjection = inverseViewProjection;
	cameraBuffer.inverseViewProjection.Transpose();

	m_pcbCameraPos->UpdateSubresource(0, nullptr, &pCamera->GetPosition(), 0, 0);
	//m_pcbCameraPos->UpdateSubresource(0, NULL, &cameraBuffer, 0, 0);
	m_pcbCameraPos->Set(0, ST_Pixel);

	//pCamera->SetViewport();
	SetGlobalViewport();

	//set shader resources
	m_pSSAOBlurredSRV->Set(6, ST_Pixel);
	m_pDepthSRV->Set(8, ST_Pixel);

	//set blending functionality
	//this->BlendLightPass()->Set(nullptr);
}
示例#5
0
AVOID Camera::UpdateTransforms()
{
	//m_roll = m_pitch = m_yaw = 0;
	//m_yaw = 0.05f;
	Mat4x4 rot;
	rot = rot.CreateRollPitchYaw(m_roll, m_pitch, m_yaw);

	//calculate point camera is focusing
	m_dir = m_initialDir * rot;
	m_dir = Normalize(m_dir);

	m_lookAt = m_pos + m_dir;

	//before calculating new view and proj matrices, update
	//previous values
	m_prevView = m_view;
	m_prevProjection = m_projection;

	//calculate view and projection matrices
	m_view			= CreateViewMatrixLH(m_pos, m_dir, m_up);
	m_projection	= CreatePerspectiveProjectionLH(	m_frustum.GetFOV(), m_frustum.GetAspectRatio(),
														m_frustum.GetNearZ(), m_frustum.GetFarZ() );
}