Files
WickedEngine/WickedEngine/wiRenderer.cpp
T
2018-10-10 09:37:22 +01:00

8332 lines
286 KiB
C++

#include "wiRenderer.h"
#include "wiFrameRate.h"
#include "wiHairParticle.h"
#include "wiEmittedParticle.h"
#include "wiResourceManager.h"
#include "wiSprite.h"
#include "wiSceneSystem.h"
#include "wiFrustum.h"
#include "wiRenderTarget.h"
#include "wiDepthTarget.h"
#include "wiHelper.h"
#include "wiMath.h"
#include "wiLensFlare.h"
#include "wiTextureHelper.h"
#include "wiCube.h"
#include "wiEnums.h"
#include "wiRandom.h"
#include "wiFont.h"
#include "wiRectPacker.h"
#include "wiBackLog.h"
#include "wiProfiler.h"
#include "wiOcean.h"
#include "ShaderInterop_Renderer.h"
#include "ShaderInterop_CloudGenerator.h"
#include "ShaderInterop_Skinning.h"
#include "ShaderInterop_TracedRendering.h"
#include "ShaderInterop_BVH.h"
#include "ShaderInterop_Utility.h"
#include "wiWidget.h"
#include "wiGPUSortLib.h"
#include "wiAllocator.h"
#include <algorithm>
#include <unordered_set>
#include <deque>
#include <DirectXCollision.h>
using namespace std;
using namespace wiGraphicsTypes;
using namespace wiSceneSystem;
using namespace wiECS;
using namespace wiAllocators;
namespace wiRenderer
{
GraphicsDevice* graphicsDevice = nullptr;
Sampler *samplers[SSLOT_COUNT] = {};
VertexShader *vertexShaders[VSTYPE_LAST] = {};
PixelShader *pixelShaders[PSTYPE_LAST] = {};
GeometryShader *geometryShaders[GSTYPE_LAST] = {};
HullShader *hullShaders[HSTYPE_LAST] = {};
DomainShader *domainShaders[DSTYPE_LAST] = {};
ComputeShader *computeShaders[CSTYPE_LAST] = {};
VertexLayout *vertexLayouts[VLTYPE_LAST] = {};
RasterizerState *rasterizers[RSTYPE_LAST] = {};
DepthStencilState *depthStencils[DSSTYPE_LAST] = {};
BlendState *blendStates[BSTYPE_LAST] = {};
GPUBuffer *constantBuffers[CBTYPE_LAST] = {};
GPUBuffer *resourceBuffers[RBTYPE_LAST] = {};
Texture *textures[TEXTYPE_LAST] = {};
Sampler *customsamplers[SSTYPE_LAST] = {};
string SHADERPATH = "shaders/";
LinearAllocator frameAllocators[GRAPHICSTHREAD_COUNT];
GPURingBuffer dynamicVertexBufferPools[GRAPHICSTHREAD_COUNT] = {};
float GAMMA = 2.2f;
int SHADOWRES_2D = 1024;
int SHADOWRES_CUBE = 256;
int SHADOWCOUNT_2D = 5 + 3 + 3;
int SHADOWCOUNT_CUBE = 5;
int SOFTSHADOWQUALITY_2D = 2;
bool TRANSPARENTSHADOWSENABLED = false;
bool ALPHACOMPOSITIONENABLED = false;
bool wireRender = false;
bool debugBoneLines = false;
bool debugPartitionTree = false;
bool debugEmitters = false;
bool freezeCullingCamera = false;
bool debugEnvProbes = false;
bool debugForceFields = false;
bool debugCameras = false;
bool gridHelper = false;
bool voxelHelper = false;
bool requestReflectionRendering = false;
bool advancedLightCulling = true;
bool advancedRefractions = false;
bool ldsSkinningEnabled = true;
float SPECULARAA = 0.0f;
float renderTime = 0;
float renderTime_Prev = 0;
float deltaTime = 0;
XMFLOAT2 temporalAAJitter = XMFLOAT2(0, 0);
XMFLOAT2 temporalAAJitterPrev = XMFLOAT2(0, 0);
float RESOLUTIONSCALE = 1.0f;
GPUQuery occlusionQueries[256];
UINT entityArrayOffset_Lights = 0;
UINT entityArrayCount_Lights = 0;
UINT entityArrayOffset_Decals = 0;
UINT entityArrayCount_Decals = 0;
UINT entityArrayOffset_ForceFields = 0;
UINT entityArrayCount_ForceFields = 0;
UINT entityArrayOffset_EnvProbes = 0;
UINT entityArrayCount_EnvProbes = 0;
Texture2D* enviroMap = nullptr;
float GameSpeed = 1;
bool debugLightCulling = false;
bool occlusionCulling = false;
bool temporalAA = false;
bool temporalAADEBUG = false;
struct VoxelizedSceneData
{
bool enabled = false;
int res = 128;
float voxelsize = 1;
XMFLOAT3 center = XMFLOAT3(0, 0, 0);
XMFLOAT3 extents = XMFLOAT3(0, 0, 0);
int numCones = 8;
float rayStepSize = 0.5f;
bool secondaryBounceEnabled = true;
bool reflectionsEnabled = false;
bool centerChangedThisFrame = true;
UINT mips = 7;
} voxelSceneData;
wiOcean* ocean = nullptr;
Texture2D* shadowMapArray_2D = nullptr;
Texture2D* shadowMapArray_Cube = nullptr;
Texture2D* shadowMapArray_Transparent = nullptr;
deque<wiSprite*> waterRipples;
std::vector<pair<XMFLOAT4X4, XMFLOAT4>> renderableBoxes;
std::vector<RenderableLine> renderableLines;
XMFLOAT4 waterPlane = XMFLOAT4(0, 1, 0, 0);
wiSpinLock deferredMIPGenLock;
unordered_set<Texture2D*> deferredMIPGens;
void SetDevice(wiGraphicsTypes::GraphicsDevice* newDevice)
{
graphicsDevice = newDevice;
}
GraphicsDevice* GetDevice()
{
return graphicsDevice;
}
// Direct reference to a renderable instance:
struct RenderBatch
{
uint32_t hash;
uint32_t instance;
float distance;
inline void Create(size_t meshIndex, size_t instanceIndex, float _distance)
{
hash = 0;
assert(meshIndex < 0x00FFFFFF);
hash |= (uint32_t)(meshIndex & 0x00FFFFFF) << 8;
hash |= ((uint32_t)(_distance)) & 0xFF;
instance = (uint32_t)instanceIndex;
distance = _distance;
}
inline uint32_t GetMeshIndex() const
{
return (hash >> 8) & 0x00FFFFFF;
}
inline uint32_t GetInstanceIndex() const
{
return instance;
}
inline float GetDistance() const
{
return distance;
}
};
// This is just a utility that points to a linear array of render batches:
struct RenderQueue
{
RenderBatch* batchArray = nullptr;
uint32_t batchCount = 0;
enum RenderQueueSortType
{
SORT_FRONT_TO_BACK,
SORT_BACK_TO_FRONT,
};
inline bool empty() const { return batchArray == nullptr || batchCount == 0; }
inline void add(RenderBatch* item)
{
assert(item != nullptr);
if (empty())
{
batchArray = item;
}
batchCount++;
}
inline void sort(RenderQueueSortType sortType = SORT_FRONT_TO_BACK)
{
if (batchCount > 1)
{
std::sort(batchArray, batchArray + batchCount, [sortType](const RenderBatch& a, const RenderBatch& b) -> bool {
return ((sortType == SORT_FRONT_TO_BACK) ? (a.hash < b.hash) : (a.hash > b.hash));
});
//for (size_t i = 0; i < batchCount - 1; ++i)
//{
// for (size_t j = i + 1; j < batchCount; ++j)
// {
// bool swap = false;
// swap = sortType == SORT_FRONT_TO_BACK && batchArray[i].hash > batchArray[j].hash;
// swap = sortType == SORT_BACK_TO_FRONT && batchArray[i].hash < batchArray[j].hash;
// if (swap)
// {
// RenderBatch tmp = batchArray[i];
// batchArray[i] = batchArray[j];
// batchArray[j] = tmp;
// }
// }
//}
}
}
};
// This is a storage for component indices inside the camera frustum. These can directly index the corresponding ComponentManagers:
struct FrameCulling
{
Frustum frustum;
vector<uint32_t> culledObjects;
vector<uint32_t> culledLights;
vector<uint32_t> culledDecals;
vector<uint32_t> culledEnvProbes;
void Clear()
{
culledObjects.clear();
culledLights.clear();
culledDecals.clear();
culledEnvProbes.clear();
}
};
unordered_map<const CameraComponent*, FrameCulling> frameCullings;
GFX_STRUCT Instance
{
XMFLOAT4A mat0;
XMFLOAT4A mat1;
XMFLOAT4A mat2;
XMFLOAT4A color_dither; //rgb:color, a:dither
Instance(){}
Instance(const XMFLOAT4X4& matIn, const XMFLOAT4& color = XMFLOAT4(1, 1, 1, 1), float dither = 0){
Create(matIn, color, dither);
}
inline void Create(const XMFLOAT4X4& matIn, const XMFLOAT4& color = XMFLOAT4(1, 1, 1, 1), float dither = 0) volatile
{
mat0.x = matIn._11;
mat0.y = matIn._21;
mat0.z = matIn._31;
mat0.w = matIn._41;
mat1.x = matIn._12;
mat1.y = matIn._22;
mat1.z = matIn._32;
mat1.w = matIn._42;
mat2.x = matIn._13;
mat2.y = matIn._23;
mat2.z = matIn._33;
mat2.w = matIn._43;
color_dither.x = color.x;
color_dither.y = color.y;
color_dither.z = color.z;
color_dither.w = dither;
}
ALIGN_16
};
GFX_STRUCT InstancePrev
{
XMFLOAT4A mat0;
XMFLOAT4A mat1;
XMFLOAT4A mat2;
InstancePrev(){}
InstancePrev(const XMFLOAT4X4& matIn)
{
Create(matIn);
}
inline void Create(const XMFLOAT4X4& matIn) volatile
{
mat0.x = matIn._11;
mat0.y = matIn._21;
mat0.z = matIn._31;
mat0.w = matIn._41;
mat1.x = matIn._12;
mat1.y = matIn._22;
mat1.z = matIn._32;
mat1.w = matIn._42;
mat2.x = matIn._13;
mat2.y = matIn._23;
mat2.z = matIn._33;
mat2.w = matIn._43;
}
ALIGN_16
};
Sampler* GetSampler(int slot)
{
return samplers[slot];
}
VertexShader* GetVertexShader(VSTYPES id)
{
return vertexShaders[id];
}
HullShader* GetHullShader(VSTYPES id)
{
return hullShaders[id];
}
DomainShader* GetDomainShader(VSTYPES id)
{
return domainShaders[id];
}
GeometryShader* GetGeometryShader(VSTYPES id)
{
return geometryShaders[id];
}
PixelShader* GetPixelShader(PSTYPES id)
{
return pixelShaders[id];
}
ComputeShader* GetComputeShader(VSTYPES id)
{
return computeShaders[id];
}
VertexLayout* GetVertexLayout(VLTYPES id)
{
return vertexLayouts[id];
}
RasterizerState* GetRasterizerState(RSTYPES id)
{
return rasterizers[id];
}
DepthStencilState* GetDepthStencilState(DSSTYPES id)
{
return depthStencils[id];
}
BlendState* GetBlendState(BSTYPES id)
{
return blendStates[id];
}
GPUBuffer* GetConstantBuffer(CBTYPES id)
{
return constantBuffers[id];
}
Texture* GetTexture(TEXTYPES id)
{
return textures[id];
}
void ModifySampler(const SamplerDesc& desc, int slot)
{
SAFE_DELETE(samplers[slot]);
samplers[slot] = new wiGraphicsTypes::Sampler;
GetDevice()->CreateSamplerState(&desc, samplers[slot]);
}
std::string& GetShaderPath()
{
return SHADERPATH;
}
void ReloadShaders(const std::string& path)
{
if (!path.empty())
{
GetShaderPath() = path;
}
GetDevice()->WaitForGPU();
wiResourceManager::GetShaderManager()->CleanUp();
LoadShaders();
wiHairParticle::LoadShaders();
wiEmittedParticle::LoadShaders();
wiFont::LoadShaders();
wiImage::LoadShaders();
wiLensFlare::LoadShaders();
wiOcean::LoadShaders();
CSFFT_512x512_Data_t::LoadShaders();
wiWidget::LoadShaders();
wiGPUSortLib::LoadShaders();
}
Scene& GetScene()
{
static Scene scene;
return scene;
}
CameraComponent& GetCamera()
{
static CameraComponent camera;
return camera;
}
CameraComponent& GetPrevCamera()
{
static CameraComponent camera;
return camera;
}
CameraComponent& GetRefCamera()
{
static CameraComponent camera;
return camera;
}
void Initialize()
{
for (int i = 0; i < GRAPHICSTHREAD_COUNT; ++i)
{
frameAllocators[i].reserve(4 * 1024 * 1024);
}
for (int i = 0; i < VSTYPE_LAST; ++i)
{
SAFE_INIT(vertexShaders[i]);
}
for (int i = 0; i < PSTYPE_LAST; ++i)
{
SAFE_INIT(pixelShaders[i]);
}
for (int i = 0; i < GSTYPE_LAST; ++i)
{
SAFE_INIT(geometryShaders[i]);
}
for (int i = 0; i < HSTYPE_LAST; ++i)
{
SAFE_INIT(hullShaders[i]);
}
for (int i = 0; i < DSTYPE_LAST; ++i)
{
SAFE_INIT(domainShaders[i]);
}
for (int i = 0; i < CSTYPE_LAST; ++i)
{
SAFE_INIT(computeShaders[i]);
}
for (int i = 0; i < VLTYPE_LAST; ++i)
{
SAFE_INIT(vertexLayouts[i]);
}
for (int i = 0; i < RSTYPE_LAST; ++i)
{
SAFE_INIT(rasterizers[i]);
}
for (int i = 0; i < DSSTYPE_LAST; ++i)
{
SAFE_INIT(depthStencils[i]);
}
for (int i = 0; i < CBTYPE_LAST; ++i)
{
SAFE_INIT(constantBuffers[i]);
}
for (int i = 0; i < RBTYPE_LAST; ++i)
{
SAFE_INIT(resourceBuffers[i]);
}
for (int i = 0; i < TEXTYPE_LAST; ++i)
{
SAFE_INIT(textures[i]);
}
for (int i = 0; i < SSLOT_COUNT_PERSISTENT; ++i)
{
SAFE_INIT(samplers[i]);
}
for (int i = 0; i < SSTYPE_LAST; ++i)
{
SAFE_INIT(customsamplers[i]);
}
GetCamera().CreatePerspective((float)GetInternalResolution().x, (float)GetInternalResolution().y, 0.1f, 800);
SetUpStates();
LoadBuffers();
LoadShaders();
wiHairParticle::SetUpStatic();
wiEmittedParticle::SetUpStatic();
Cube::LoadStatic();
SetShadowProps2D(SHADOWRES_2D, SHADOWCOUNT_2D, SOFTSHADOWQUALITY_2D);
SetShadowPropsCube(SHADOWRES_CUBE, SHADOWCOUNT_CUBE);
}
void CleanUp()
{
wiHairParticle::CleanUpStatic();
wiEmittedParticle::CleanUpStatic();
Cube::CleanUpStatic();
for (int i = 0; i < VSTYPE_LAST; ++i)
{
SAFE_DELETE(vertexShaders[i]);
}
for (int i = 0; i < PSTYPE_LAST; ++i)
{
SAFE_DELETE(pixelShaders[i]);
}
for (int i = 0; i < GSTYPE_LAST; ++i)
{
SAFE_DELETE(geometryShaders[i]);
}
for (int i = 0; i < HSTYPE_LAST; ++i)
{
SAFE_DELETE(hullShaders[i]);
}
for (int i = 0; i < DSTYPE_LAST; ++i)
{
SAFE_DELETE(domainShaders[i]);
}
for (int i = 0; i < CSTYPE_LAST; ++i)
{
SAFE_DELETE(computeShaders[i]);
}
for (int i = 0; i < VLTYPE_LAST; ++i)
{
SAFE_DELETE(vertexLayouts[i]);
}
for (int i = 0; i < RSTYPE_LAST; ++i)
{
SAFE_DELETE(rasterizers[i]);
}
for (int i = 0; i < DSSTYPE_LAST; ++i)
{
SAFE_DELETE(depthStencils[i]);
}
for (int i = 0; i < BSTYPE_LAST; ++i)
{
SAFE_DELETE(blendStates[i]);
}
for (int i = 0; i < CBTYPE_LAST; ++i)
{
SAFE_DELETE(constantBuffers[i]);
}
for (int i = 0; i < RBTYPE_LAST; ++i)
{
SAFE_DELETE(resourceBuffers[i]);
}
for (int i = 0; i < TEXTYPE_LAST; ++i)
{
SAFE_DELETE(textures[i]);
}
for (int i = 0; i < SSLOT_COUNT_PERSISTENT; ++i)
{
SAFE_DELETE(samplers[i]);
}
for (int i = 0; i < SSTYPE_LAST; ++i)
{
SAFE_DELETE(customsamplers[i]);
}
SAFE_DELETE(graphicsDevice);
}
void ClearWorld()
{
GetDevice()->WaitForGPU();
enviroMap = nullptr;
for (wiSprite* x : waterRipples)
x->CleanUp();
waterRipples.clear();
GetScene().Clear();
deferredMIPGenLock.lock();
deferredMIPGens.clear();
deferredMIPGenLock.unlock();
for (auto& x : frameCullings)
{
FrameCulling& culling = x.second;
culling.Clear();
}
}
enum OBJECTRENDERING_DOUBLESIDED
{
OBJECTRENDERING_DOUBLESIDED_DISABLED,
OBJECTRENDERING_DOUBLESIDED_ENABLED,
OBJECTRENDERING_DOUBLESIDED_COUNT
};
enum OBJECTRENDERING_TESSELLATION
{
OBJECTRENDERING_TESSELLATION_DISABLED,
OBJECTRENDERING_TESSELLATION_ENABLED,
OBJECTRENDERING_TESSELLATION_COUNT
};
enum OBJECTRENDERING_ALPHATEST
{
OBJECTRENDERING_ALPHATEST_DISABLED,
OBJECTRENDERING_ALPHATEST_ENABLED,
OBJECTRENDERING_ALPHATEST_COUNT
};
enum OBJECTRENDERING_TRANSPARENCY
{
OBJECTRENDERING_TRANSPARENCY_DISABLED,
OBJECTRENDERING_TRANSPARENCY_ENABLED,
OBJECTRENDERING_TRANSPARENCY_COUNT
};
enum OBJECTRENDERING_NORMALMAP
{
OBJECTRENDERING_NORMALMAP_DISABLED,
OBJECTRENDERING_NORMALMAP_ENABLED,
OBJECTRENDERING_NORMALMAP_COUNT
};
enum OBJECTRENDERING_PLANARREFLECTION
{
OBJECTRENDERING_PLANARREFLECTION_DISABLED,
OBJECTRENDERING_PLANARREFLECTION_ENABLED,
OBJECTRENDERING_PLANARREFLECTION_COUNT
};
enum OBJECTRENDERING_POM
{
OBJECTRENDERING_POM_DISABLED,
OBJECTRENDERING_POM_ENABLED,
OBJECTRENDERING_POM_COUNT
};
GraphicsPSO* PSO_object[SHADERTYPE_COUNT][OBJECTRENDERING_DOUBLESIDED_COUNT][OBJECTRENDERING_TESSELLATION_COUNT][OBJECTRENDERING_ALPHATEST_COUNT][OBJECTRENDERING_TRANSPARENCY_COUNT][OBJECTRENDERING_NORMALMAP_COUNT][OBJECTRENDERING_PLANARREFLECTION_COUNT][OBJECTRENDERING_POM_COUNT] = {};
GraphicsPSO* PSO_object_water[SHADERTYPE_COUNT] = {};
GraphicsPSO* PSO_object_wire = nullptr;
GraphicsPSO* GetObjectPSO(SHADERTYPE shaderType, bool doublesided, bool tessellation, const MaterialComponent& material, bool forceAlphaTestForDithering)
{
if (IsWireRender())
{
switch (shaderType)
{
case SHADERTYPE_TEXTURE:
case SHADERTYPE_DEFERRED:
case SHADERTYPE_FORWARD:
case SHADERTYPE_TILEDFORWARD:
return PSO_object_wire;
}
return nullptr;
}
if (material.IsWater())
{
return PSO_object_water[shaderType];
}
bool alphatest = material.IsAlphaTestEnabled() || forceAlphaTestForDithering;
bool transparent = material.IsTransparent();
bool normalmap = material.GetNormalMap() != nullptr;
bool planarreflection = material.HasPlanarReflection();
bool pom = material.parallaxOcclusionMapping > 0;
return PSO_object[shaderType][doublesided][tessellation][alphatest][transparent][normalmap][planarreflection][pom];
}
VLTYPES GetVLTYPE(SHADERTYPE shaderType, bool tessellation, bool alphatest, bool transparent)
{
VLTYPES realVL = VLTYPE_OBJECT_POS_TEX;
switch (shaderType)
{
case SHADERTYPE_TEXTURE:
if (tessellation)
{
realVL = VLTYPE_OBJECT_ALL;
}
else
{
realVL = VLTYPE_OBJECT_POS_TEX;
}
break;
case SHADERTYPE_DEFERRED:
case SHADERTYPE_FORWARD:
case SHADERTYPE_TILEDFORWARD:
realVL = VLTYPE_OBJECT_ALL;
break;
case SHADERTYPE_ENVMAPCAPTURE:
realVL = VLTYPE_OBJECT_POS_TEX;
break;
case SHADERTYPE_DEPTHONLY:
if (tessellation)
{
realVL = VLTYPE_OBJECT_ALL;
}
else
{
if (alphatest)
{
realVL = VLTYPE_OBJECT_POS_TEX;
}
else
{
realVL = VLTYPE_OBJECT_POS;
}
}
break;
case SHADERTYPE_SHADOW:
case SHADERTYPE_SHADOWCUBE:
if (alphatest || transparent)
{
realVL = VLTYPE_OBJECT_POS_TEX;
}
else
{
realVL = VLTYPE_OBJECT_POS;
}
break;
case SHADERTYPE_VOXELIZE:
realVL = VLTYPE_OBJECT_POS_TEX;
break;
}
return realVL;
}
VSTYPES GetVSTYPE(SHADERTYPE shaderType, bool tessellation, bool alphatest, bool transparent)
{
VSTYPES realVS = VSTYPE_OBJECT_SIMPLE;
switch (shaderType)
{
case SHADERTYPE_TEXTURE:
if (tessellation)
{
realVS = VSTYPE_OBJECT_SIMPLE_TESSELLATION;
}
else
{
realVS = VSTYPE_OBJECT_SIMPLE;
}
break;
case SHADERTYPE_DEFERRED:
case SHADERTYPE_FORWARD:
case SHADERTYPE_TILEDFORWARD:
if (tessellation)
{
realVS = VSTYPE_OBJECT_COMMON_TESSELLATION;
}
else
{
realVS = VSTYPE_OBJECT_COMMON;
}
break;
case SHADERTYPE_DEPTHONLY:
if (tessellation)
{
realVS = VSTYPE_OBJECT_SIMPLE_TESSELLATION;
}
else
{
if (alphatest)
{
realVS = VSTYPE_OBJECT_SIMPLE;
}
else
{
realVS = VSTYPE_OBJECT_POSITIONSTREAM;
}
}
break;
case SHADERTYPE_ENVMAPCAPTURE:
realVS = VSTYPE_ENVMAP;
break;
case SHADERTYPE_SHADOW:
if (transparent)
{
realVS = VSTYPE_SHADOW_TRANSPARENT;
}
else
{
if (alphatest)
{
realVS = VSTYPE_SHADOW_ALPHATEST;
}
else
{
realVS = VSTYPE_SHADOW;
}
}
break;
case SHADERTYPE_SHADOWCUBE:
if (alphatest)
{
realVS = VSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST;
}
else
{
realVS = VSTYPE_SHADOWCUBEMAPRENDER;
}
break;
break;
case SHADERTYPE_VOXELIZE:
realVS = VSTYPE_VOXELIZER;
break;
}
return realVS;
}
GSTYPES GetGSTYPE(SHADERTYPE shaderType, bool alphatest)
{
GSTYPES realGS = GSTYPE_NULL;
switch (shaderType)
{
case SHADERTYPE_TEXTURE:
break;
case SHADERTYPE_DEFERRED:
break;
case SHADERTYPE_FORWARD:
break;
case SHADERTYPE_TILEDFORWARD:
break;
case SHADERTYPE_DEPTHONLY:
break;
case SHADERTYPE_ENVMAPCAPTURE:
realGS = GSTYPE_ENVMAP;
break;
case SHADERTYPE_SHADOW:
break;
case SHADERTYPE_SHADOWCUBE:
if (alphatest)
{
realGS = GSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST;
}
else
{
realGS = GSTYPE_SHADOWCUBEMAPRENDER;
}
break;
case SHADERTYPE_VOXELIZE:
realGS = GSTYPE_VOXELIZER;
break;
}
return realGS;
}
HSTYPES GetHSTYPE(SHADERTYPE shaderType, bool tessellation)
{
switch (shaderType)
{
case SHADERTYPE_TEXTURE:
case SHADERTYPE_DEPTHONLY:
case SHADERTYPE_DEFERRED:
case SHADERTYPE_FORWARD:
case SHADERTYPE_TILEDFORWARD:
return tessellation ? HSTYPE_OBJECT : HSTYPE_NULL;
break;
}
return HSTYPE_NULL;
}
DSTYPES GetDSTYPE(SHADERTYPE shaderType, bool tessellation)
{
switch (shaderType)
{
case SHADERTYPE_TEXTURE:
case SHADERTYPE_DEPTHONLY:
case SHADERTYPE_DEFERRED:
case SHADERTYPE_FORWARD:
case SHADERTYPE_TILEDFORWARD:
return tessellation ? DSTYPE_OBJECT : DSTYPE_NULL;
break;
}
return DSTYPE_NULL;
}
PSTYPES GetPSTYPE(SHADERTYPE shaderType, bool alphatest, bool transparent, bool normalmap, bool planarreflection, bool pom)
{
PSTYPES realPS = PSTYPE_OBJECT_SIMPLEST;
switch (shaderType)
{
case SHADERTYPE_DEFERRED:
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_DEFERRED_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_DEFERRED_NORMALMAP;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_DEFERRED_POM;
}
else
{
realPS = PSTYPE_OBJECT_DEFERRED;
}
}
break;
case SHADERTYPE_FORWARD:
if (transparent)
{
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_POM;
}
else
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_FORWARD_TRANSPARENT_PLANARREFLECTION;
}
}
}
else
{
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_FORWARD_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_FORWARD_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_FORWARD_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_FORWARD_POM;
}
else
{
realPS = PSTYPE_OBJECT_FORWARD;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_FORWARD_PLANARREFLECTION;
}
}
}
break;
case SHADERTYPE_TILEDFORWARD:
if (transparent)
{
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_POM;
}
else
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_PLANARREFLECTION;
}
}
}
else
{
if (normalmap)
{
if (pom)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP_POM;
}
else
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP_PLANARREFLECTION;
}
}
else
{
if (pom)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_POM;
}
else
{
realPS = PSTYPE_OBJECT_TILEDFORWARD;
}
if (planarreflection)
{
realPS = PSTYPE_OBJECT_TILEDFORWARD_PLANARREFLECTION;
}
}
}
break;
case SHADERTYPE_SHADOW:
if (transparent)
{
realPS = PSTYPE_SHADOW_TRANSPARENT;
}
else
{
if (alphatest)
{
realPS = PSTYPE_SHADOW_ALPHATEST;
}
else
{
realPS = PSTYPE_NULL;
}
}
break;
case SHADERTYPE_SHADOWCUBE:
if (alphatest)
{
realPS = PSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST;
}
else
{
realPS = PSTYPE_SHADOWCUBEMAPRENDER;
}
break;
case SHADERTYPE_ENVMAPCAPTURE:
realPS = PSTYPE_ENVMAP;
break;
case SHADERTYPE_DEPTHONLY:
if (alphatest)
{
realPS = PSTYPE_OBJECT_ALPHATESTONLY;
}
else
{
realPS = PSTYPE_NULL;
}
break;
case SHADERTYPE_VOXELIZE:
realPS = PSTYPE_VOXELIZER;
break;
case SHADERTYPE_TEXTURE:
realPS = PSTYPE_OBJECT_TEXTUREONLY;
break;
}
return realPS;
}
GraphicsPSO* PSO_decal = nullptr;
GraphicsPSO* PSO_occlusionquery = nullptr;
GraphicsPSO* PSO_impostor[SHADERTYPE_COUNT] = {};
GraphicsPSO* PSO_captureimpostor_albedo = nullptr;
GraphicsPSO* PSO_captureimpostor_normal = nullptr;
GraphicsPSO* PSO_captureimpostor_surface = nullptr;
GraphicsPSO* GetImpostorPSO(SHADERTYPE shaderType)
{
if (IsWireRender())
{
switch (shaderType)
{
case SHADERTYPE_TEXTURE:
case SHADERTYPE_DEFERRED:
case SHADERTYPE_FORWARD:
case SHADERTYPE_TILEDFORWARD:
return PSO_object_wire;
}
return nullptr;
}
return PSO_impostor[shaderType];
}
GraphicsPSO* PSO_deferredlight[LightComponent::LIGHTTYPE_COUNT] = {};
GraphicsPSO* PSO_lightvisualizer[LightComponent::LIGHTTYPE_COUNT] = {};
GraphicsPSO* PSO_volumetriclight[LightComponent::LIGHTTYPE_COUNT] = {};
GraphicsPSO* PSO_enviromentallight = nullptr;
enum SKYRENDERING
{
SKYRENDERING_STATIC,
SKYRENDERING_DYNAMIC,
SKYRENDERING_SUN,
SKYRENDERING_ENVMAPCAPTURE_STATIC,
SKYRENDERING_ENVMAPCAPTURE_DYNAMIC,
SKYRENDERING_COUNT
};
GraphicsPSO* PSO_sky[SKYRENDERING_COUNT] = {};
enum DEBUGRENDERING
{
DEBUGRENDERING_ENVPROBE,
DEBUGRENDERING_GRID,
DEBUGRENDERING_CUBE,
DEBUGRENDERING_LINES,
DEBUGRENDERING_EMITTER,
DEBUGRENDERING_VOXEL,
DEBUGRENDERING_FORCEFIELD_POINT,
DEBUGRENDERING_FORCEFIELD_PLANE,
DEBUGRENDERING_COUNT
};
GraphicsPSO* PSO_debug[DEBUGRENDERING_COUNT] = {};
enum TILEDLIGHTING_TYPE
{
TILEDLIGHTING_TYPE_FORWARD,
TILEDLIGHTING_TYPE_DEFERRED,
TILEDLIGHTING_TYPE_COUNT
};
enum TILEDLIGHTING_CULLING
{
TILEDLIGHTING_CULLING_BASIC,
TILEDLIGHTING_CULLING_ADVANCED,
TILEDLIGHTING_CULLING_COUNT
};
enum TILEDLIGHTING_DEBUG
{
TILEDLIGHTING_DEBUG_DISABLED,
TILEDLIGHTING_DEBUG_ENABLED,
TILEDLIGHTING_DEBUG_COUNT
};
ComputePSO* CPSO_tiledlighting[TILEDLIGHTING_TYPE_COUNT][TILEDLIGHTING_CULLING_COUNT][TILEDLIGHTING_DEBUG_COUNT] = {};
ComputePSO* CPSO[CSTYPE_LAST] = {};
struct SHCAM
{
XMFLOAT4X4 View, Projection;
XMFLOAT4X4 realProjection; // because reverse zbuffering projection complicates things...
XMFLOAT3 Eye, At, Up;
float nearplane, farplane, size;
SHCAM() {
nearplane = 0.1f; farplane = 200, size = 0;
Init(XMQuaternionIdentity());
Create_Perspective(XM_PI / 2.0f);
}
//orthographic
SHCAM(float size, const XMVECTOR& dir, float nearP, float farP) {
nearplane = nearP;
farplane = farP;
Init(dir);
Create_Ortho(size);
};
//perspective
SHCAM(const XMFLOAT4& dir, float newNear, float newFar, float newFov) {
size = 0;
nearplane = newNear;
farplane = newFar;
Init(XMLoadFloat4(&dir));
Create_Perspective(newFov);
};
void Init(const XMVECTOR& dir) {
XMMATRIX rot = XMMatrixRotationQuaternion(dir);
XMVECTOR rEye = XMVectorSet(0, 0, 0, 0);
XMVECTOR rAt = XMVector3Transform(XMVectorSet(0.0f, -1.0f, 0.0f, 0.0f), rot);
XMVECTOR rUp = XMVector3Transform(XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f), rot);
XMMATRIX rView = XMMatrixLookAtLH(rEye, rAt, rUp);
XMStoreFloat3(&Eye, rEye);
XMStoreFloat3(&At, rAt);
XMStoreFloat3(&Up, rUp);
XMStoreFloat4x4(&View, rView);
}
void Create_Ortho(float size) {
XMMATRIX rProjection = XMMatrixOrthographicOffCenterLH(-size * 0.5f, size*0.5f, -size * 0.5f, size*0.5f, farplane, nearplane);
XMStoreFloat4x4(&Projection, rProjection);
rProjection = XMMatrixOrthographicOffCenterLH(-size * 0.5f, size*0.5f, -size * 0.5f, size*0.5f, nearplane, farplane);
XMStoreFloat4x4(&realProjection, rProjection);
this->size = size;
}
void Create_Perspective(float fov) {
XMMATRIX rProjection = XMMatrixPerspectiveFovLH(fov, 1, farplane, nearplane);
XMStoreFloat4x4(&Projection, rProjection);
rProjection = XMMatrixPerspectiveFovLH(fov, 1, nearplane, farplane);
XMStoreFloat4x4(&realProjection, rProjection);
}
void Update(const XMVECTOR& pos) {
XMStoreFloat4x4(&View, XMMatrixTranslationFromVector(-pos)
* XMMatrixLookAtLH(XMLoadFloat3(&Eye), XMLoadFloat3(&At), XMLoadFloat3(&Up))
);
}
void Update(const XMMATRIX& mat) {
XMVECTOR sca, rot, tra;
XMMatrixDecompose(&sca, &rot, &tra, mat);
XMMATRIX mRot = XMMatrixRotationQuaternion(rot);
XMVECTOR rEye = XMVectorAdd(XMLoadFloat3(&Eye), tra);
XMVECTOR rAt = XMVectorAdd(XMVector3Transform(XMLoadFloat3(&At), mRot), tra);
XMVECTOR rUp = XMVector3Transform(XMLoadFloat3(&Up), mRot);
XMStoreFloat4x4(&View,
XMMatrixLookAtLH(rEye, rAt, rUp)
);
}
void Update(const XMMATRIX& rot, const XMVECTOR& tra)
{
XMVECTOR rEye = XMVectorAdd(XMLoadFloat3(&Eye), tra);
XMVECTOR rAt = XMVectorAdd(XMVector3Transform(XMLoadFloat3(&At), rot), tra);
XMVECTOR rUp = XMVector3Transform(XMLoadFloat3(&Up), rot);
XMStoreFloat4x4(&View,
XMMatrixLookAtLH(rEye, rAt, rUp)
);
}
XMMATRIX getVP() const {
return XMMatrixTranspose(XMLoadFloat4x4(&View)*XMLoadFloat4x4(&Projection));
}
};
void CreateSpotLightShadowCam(const LightComponent& light, SHCAM& shcam)
{
const float zNearP = 0.1f;
const float zFarP = max(1.0f, light.range);
shcam = SHCAM(XMFLOAT4(0, 0, 0, 1), zNearP, zFarP, light.fov);
shcam.Update(XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation)) *
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)));
}
void CreateDirLightShadowCams(const LightComponent& light, const CameraComponent& camera, SHCAM* shcams /*[3]*/)
{
XMFLOAT2 screen = XMFLOAT2((float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y);
float nearPlane = camera.zNearP;
float farPlane = camera.zFarP;
XMMATRIX view = camera.GetView();
XMMATRIX projection = camera.GetRealProjection();
XMMATRIX world = XMMatrixIdentity();
// Set up three shadow cascades (far - mid - near):
const float referenceFrustumDepth = 800.0f; // this was the frustum depth used for reference
const float currentFrustumDepth = farPlane - nearPlane; // current frustum depth
const float lerp0 = referenceFrustumDepth / currentFrustumDepth * 0.5f; // third slice distance from cam (percentage)
const float lerp1 = referenceFrustumDepth / currentFrustumDepth * 0.12f; // second slice distance from cam (percentage)
const float lerp2 = referenceFrustumDepth / currentFrustumDepth * 0.016f; // first slice distance from cam (percentage)
// Place the shadow cascades inside the viewport:
// frustum top left - near
XMVECTOR a0 = XMVector3Unproject(XMVectorSet(0, 0, 0, 1), 0, 0, screen.x, screen.y, 0.0f, 1.0f, projection, view, world);
// frustum top left - far
XMVECTOR a1 = XMVector3Unproject(XMVectorSet(0, 0, 1, 1), 0, 0, screen.x, screen.y, 0.0f, 1.0f, projection, view, world);
// frustum bottom right - near
XMVECTOR b0 = XMVector3Unproject(XMVectorSet(screen.x, screen.y, 0, 1), 0, 0, screen.x, screen.y, 0.0f, 1.0f, projection, view, world);
// frustum bottom right - far
XMVECTOR b1 = XMVector3Unproject(XMVectorSet(screen.x, screen.y, 1, 1), 0, 0, screen.x, screen.y, 0.0f, 1.0f, projection, view, world);
// calculate cascade projection sizes:
float size0 = XMVectorGetX(XMVector3Length(XMVectorSubtract(XMVectorLerp(b0, b1, lerp0), XMVectorLerp(a0, a1, lerp0))));
float size1 = XMVectorGetX(XMVector3Length(XMVectorSubtract(XMVectorLerp(b0, b1, lerp1), XMVectorLerp(a0, a1, lerp1))));
float size2 = XMVectorGetX(XMVector3Length(XMVectorSubtract(XMVectorLerp(b0, b1, lerp2), XMVectorLerp(a0, a1, lerp2))));
XMVECTOR rotDefault = XMQuaternionIdentity();
// create shadow cascade projections:
shcams[0] = SHCAM(size0, rotDefault, -farPlane * 0.5f, farPlane * 0.5f);
shcams[1] = SHCAM(size1, rotDefault, -farPlane * 0.5f, farPlane * 0.5f);
shcams[2] = SHCAM(size2, rotDefault, -farPlane * 0.5f, farPlane * 0.5f);
// frustum center - near
XMVECTOR c = XMVector3Unproject(XMVectorSet(screen.x * 0.5f, screen.y * 0.5f, 0, 1), 0, 0, screen.x, screen.y, 0.0f, 1.0f, projection, view, world);
// frustum center - far
XMVECTOR d = XMVector3Unproject(XMVectorSet(screen.x * 0.5f, screen.y * 0.5f, 1, 1), 0, 0, screen.x, screen.y, 0.0f, 1.0f, projection, view, world);
// Avoid shadowmap texel swimming by aligning them to a discrete grid:
float f0 = shcams[0].size / (float)wiRenderer::GetShadowRes2D();
float f1 = shcams[1].size / (float)wiRenderer::GetShadowRes2D();
float f2 = shcams[2].size / (float)wiRenderer::GetShadowRes2D();
XMVECTOR e0 = XMVectorFloor(XMVectorLerp(c, d, lerp0) / f0) * f0;
XMVECTOR e1 = XMVectorFloor(XMVectorLerp(c, d, lerp1) / f1) * f1;
XMVECTOR e2 = XMVectorFloor(XMVectorLerp(c, d, lerp2) / f2) * f2;
XMMATRIX rrr = XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation));
shcams[0].Update(rrr, e0);
shcams[1].Update(rrr, e1);
shcams[2].Update(rrr, e2);
}
void RenderMeshes(const RenderQueue& renderQueue, SHADERTYPE shaderType, UINT renderTypeFlags, GRAPHICSTHREAD threadID, bool tessellation = false)
{
if (!renderQueue.empty())
{
GraphicsDevice* device = GetDevice();
Scene& scene = GetScene();
device->EventBegin("RenderMeshes", threadID);
tessellation = tessellation && device->CheckCapability(GraphicsDevice::GRAPHICSDEVICE_CAPABILITY_TESSELLATION);
const XMFLOAT4X4 __identityMat = XMFLOAT4X4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
struct InstBuf
{
Instance instance;
InstancePrev instancePrev;
};
const bool advancedVBRequest =
!IsWireRender() &&
(shaderType == SHADERTYPE_FORWARD ||
shaderType == SHADERTYPE_DEFERRED ||
shaderType == SHADERTYPE_TILEDFORWARD);
const bool easyTextureBind =
shaderType == SHADERTYPE_TEXTURE ||
shaderType == SHADERTYPE_SHADOW ||
shaderType == SHADERTYPE_SHADOWCUBE ||
shaderType == SHADERTYPE_DEPTHONLY ||
shaderType == SHADERTYPE_VOXELIZE;
// Pre-allocate space for all the instances in GPU-buffer:
const UINT instanceDataSize = advancedVBRequest ? sizeof(InstBuf) : sizeof(Instance);
UINT instancesOffset;
const size_t alloc_size = renderQueue.batchCount * instanceDataSize;
void* instances = device->AllocateFromRingBuffer(&dynamicVertexBufferPools[threadID], alloc_size, instancesOffset, threadID);
// Purpose of InstancedBatch:
// The RenderQueue is sorted by meshIndex. There can be multiple instances for a single meshIndex,
// and the InstancedBatchArray contains this information. The array size will be the unique mesh count here.
struct InstancedBatch
{
uint32_t meshIndex;
int instanceCount;
uint32_t dataOffset;
int forceAlphatestForDithering;
};
InstancedBatch* instancedBatchArray = nullptr;
int instancedBatchCount = 0;
size_t prevMeshIndex = ~0;
for (uint32_t batchID = 0; batchID < renderQueue.batchCount; ++batchID) // Do not break out of this loop!
{
const RenderBatch& batch = renderQueue.batchArray[batchID];
const uint32_t meshIndex = batch.GetMeshIndex();
const uint32_t instanceIndex = batch.GetInstanceIndex();
// When we encounter a new mesh inside the global instance array, we begin a new InstancedBatch:
if (meshIndex != prevMeshIndex)
{
prevMeshIndex = meshIndex;
instancedBatchCount++;
InstancedBatch* instancedBatch = (InstancedBatch*)frameAllocators[threadID].allocate(sizeof(InstancedBatch));
instancedBatch->meshIndex = meshIndex;
instancedBatch->instanceCount = 0;
instancedBatch->dataOffset = instancesOffset + batchID * instanceDataSize;
instancedBatch->forceAlphatestForDithering = 0;
if (instancedBatchArray == nullptr)
{
instancedBatchArray = instancedBatch;
}
}
const ObjectComponent& instance = scene.objects[instanceIndex];
float dither = instance.GetTransparency();
if (instance.IsImpostorPlacement())
{
float distance = batch.GetDistance();
float swapDistance = instance.impostorSwapDistance;
float fadeThreshold = instance.impostorFadeThresholdRadius;
dither = max(0, distance - swapDistance) / fadeThreshold;
}
if (dither > 0)
{
instancedBatchArray[instancedBatchCount - 1].forceAlphatestForDithering = 1;
}
const TransformComponent& transform = scene.transforms[instance.transformComponentIndex];
// Write into actual GPU-buffer:
if (advancedVBRequest)
{
((volatile InstBuf*)instances)[batchID].instance.Create(transform.world, instance.color, dither);
// The following GetComponent() is going to be a map lookup in this hot loop, but ideally just once per frame per object. Might need to optimize later if it becomes a problem:
Entity objectEntity = scene.objects.GetEntity(instanceIndex);
const PreviousFrameTransformComponent& prev_transform = *scene.prev_transforms.GetComponent(objectEntity);
((volatile InstBuf*)instances)[batchID].instancePrev.Create(prev_transform.world_prev);
}
else
{
((volatile Instance*)instances)[batchID].Create(transform.world, instance.color, dither);
}
instancedBatchArray[instancedBatchCount - 1].instanceCount++; // next instance in current InstancedBatch
}
device->InvalidateBufferAccess(&dynamicVertexBufferPools[threadID], threadID); // closes instance GPU-buffer, ready to draw!
// Render instanced batches:
PRIMITIVETOPOLOGY prevTOPOLOGY = TRIANGLELIST;
for (int instancedBatchID = 0; instancedBatchID < instancedBatchCount; ++instancedBatchID)
{
const InstancedBatch& instancedBatch = instancedBatchArray[instancedBatchID];
const MeshComponent& mesh = scene.meshes[instancedBatch.meshIndex];
const bool forceAlphaTestForDithering = instancedBatch.forceAlphatestForDithering != 0;
const float tessF = mesh.GetTessellationFactor();
const bool tessellatorRequested = tessF > 0 && tessellation;
if (tessellatorRequested)
{
TessellationCB tessCB;
tessCB.g_f4TessFactors = XMFLOAT4(tessF, tessF, tessF, tessF);
device->UpdateBuffer(constantBuffers[CBTYPE_TESSELLATION], &tessCB, threadID);
device->BindConstantBuffer(HS, constantBuffers[CBTYPE_TESSELLATION], CBSLOT_RENDERER_TESSELLATION, threadID);
}
device->BindIndexBuffer(mesh.indexBuffer.get(), mesh.GetIndexFormat(), 0, threadID);
enum class BOUNDVERTEXBUFFERTYPE
{
NOTHING,
POSITION,
POSITION_TEXCOORD,
EVERYTHING,
};
BOUNDVERTEXBUFFERTYPE boundVBType_Prev = BOUNDVERTEXBUFFERTYPE::NOTHING;
for (const MeshComponent::MeshSubset& subset : mesh.subsets)
{
if (subset.indexCount == 0)
{
continue;
}
const MaterialComponent& material = *scene.materials.GetComponent(subset.materialID);
GraphicsPSO* pso = GetObjectPSO(shaderType, mesh.IsDoubleSided(), tessellatorRequested, material, forceAlphaTestForDithering);
if (pso == nullptr)
{
continue;
}
bool subsetRenderable = false;
if (renderTypeFlags & RENDERTYPE_OPAQUE)
{
subsetRenderable = subsetRenderable || (!material.IsTransparent() && !material.IsWater());
}
if (renderTypeFlags & RENDERTYPE_TRANSPARENT)
{
subsetRenderable = subsetRenderable || material.IsTransparent();
}
if (renderTypeFlags & RENDERTYPE_WATER)
{
subsetRenderable = subsetRenderable || material.IsWater();
}
if (shaderType == SHADERTYPE_SHADOW || shaderType == SHADERTYPE_SHADOWCUBE)
{
subsetRenderable = subsetRenderable && material.IsCastingShadow();
}
if (!subsetRenderable)
{
continue;
}
BOUNDVERTEXBUFFERTYPE boundVBType;
if (advancedVBRequest || tessellatorRequested)
{
boundVBType = BOUNDVERTEXBUFFERTYPE::EVERYTHING;
}
else
{
// simple vertex buffers are used in some passes (note: tessellator requires more attributes)
if ((shaderType == SHADERTYPE_DEPTHONLY || shaderType == SHADERTYPE_SHADOW || shaderType == SHADERTYPE_SHADOWCUBE) && !material.IsAlphaTestEnabled() && !forceAlphaTestForDithering)
{
if (shaderType == SHADERTYPE_SHADOW && material.IsTransparent())
{
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD;
}
else
{
// bypass texcoord stream for non alphatested shadows and zprepass
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION;
}
}
else
{
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD;
}
}
if (material.IsWater())
{
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD;
}
if (IsWireRender())
{
boundVBType = BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD;
}
// Only bind vertex buffers when the layout changes
if (boundVBType != boundVBType_Prev)
{
// Assemble the required vertex buffer:
switch (boundVBType)
{
case BOUNDVERTEXBUFFERTYPE::POSITION:
{
GPUBuffer* vbs[] = {
mesh.streamoutBuffer_POS.get() != nullptr ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
&dynamicVertexBufferPools[threadID]
};
UINT strides[] = {
sizeof(MeshComponent::Vertex_POS),
instanceDataSize
};
UINT offsets[] = {
0,
instancedBatch.dataOffset
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, offsets, threadID);
}
break;
case BOUNDVERTEXBUFFERTYPE::POSITION_TEXCOORD:
{
GPUBuffer* vbs[] = {
mesh.streamoutBuffer_POS.get() != nullptr ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_TEX.get(),
&dynamicVertexBufferPools[threadID]
};
UINT strides[] = {
sizeof(MeshComponent::Vertex_POS),
sizeof(MeshComponent::Vertex_TEX),
instanceDataSize
};
UINT offsets[] = {
0,
0,
instancedBatch.dataOffset
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, offsets, threadID);
}
break;
case BOUNDVERTEXBUFFERTYPE::EVERYTHING:
{
GPUBuffer* vbs[] = {
mesh.streamoutBuffer_POS.get() != nullptr ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_TEX.get(),
mesh.streamoutBuffer_PRE.get() != nullptr ? mesh.streamoutBuffer_PRE.get() : mesh.vertexBuffer_POS.get(),
&dynamicVertexBufferPools[threadID]
};
UINT strides[] = {
sizeof(MeshComponent::Vertex_POS),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_POS),
instanceDataSize
};
UINT offsets[] = {
0,
0,
0,
instancedBatch.dataOffset
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, offsets, threadID);
}
break;
default:
assert(0);
break;
}
}
boundVBType_Prev = boundVBType;
device->BindStencilRef(material.GetStencilRef(), threadID);
device->BindGraphicsPSO(pso, threadID);
device->BindConstantBuffer(PS, material.constantBuffer.get(), CB_GETBINDSLOT(MaterialCB), threadID);
GPUResource* res[] = {
material.GetBaseColorMap(),
material.GetNormalMap(),
material.GetSurfaceMap(),
material.GetDisplacementMap(),
};
device->BindResources(PS, res, TEXSLOT_ONDEMAND0, (easyTextureBind ? 2 : ARRAYSIZE(res)), threadID);
SetAlphaRef(material.alphaRef, threadID);
device->DrawIndexedInstanced((int)subset.indexCount, instancedBatch.instanceCount, subset.indexOffset, 0, 0, threadID);
}
}
ResetAlphaRef(threadID);
frameAllocators[threadID].free(sizeof(InstancedBatch) * instancedBatchCount);
device->EventEnd(threadID);
}
}
void RenderImpostors(const CameraComponent& camera, SHADERTYPE shaderType, GRAPHICSTHREAD threadID)
{
Scene& scene = GetScene();
GraphicsPSO* impostorRequest = GetImpostorPSO(shaderType);
if (scene.impostors.GetCount() > 0 && impostorRequest != nullptr)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("RenderImpostors", threadID);
UINT instanceCount = 0;
for (size_t impostorID = 0; impostorID < scene.impostors.GetCount(); ++impostorID)
{
const ImpostorComponent& impostor = scene.impostors[impostorID];
if (camera.frustum.CheckBox(impostor.aabb))
{
instanceCount += (UINT)impostor.instanceMatrices.size();
}
}
if (instanceCount == 0)
{
return;
}
// Pre-allocate space for all the instances in GPU-buffer:
const UINT instanceDataSize = sizeof(Instance);
UINT instancesOffset;
const size_t alloc_size = instanceCount * instanceDataSize;
void* instances = device->AllocateFromRingBuffer(&dynamicVertexBufferPools[threadID], alloc_size, instancesOffset, threadID);
int drawableInstanceCount = 0;
for (size_t impostorID = 0; impostorID < scene.impostors.GetCount(); ++impostorID)
{
const ImpostorComponent& impostor = scene.impostors[impostorID];
if (!camera.frustum.CheckBox(impostor.aabb))
{
continue;
}
for (auto& mat : impostor.instanceMatrices)
{
const XMFLOAT3 center = *((XMFLOAT3*)&mat._41);
float distance = wiMath::Distance(camera.Eye, center);
if (distance < impostor.swapInDistance - impostor.fadeThresholdRadius)
{
continue;
}
float dither = max(0, impostor.swapInDistance - distance) / impostor.fadeThresholdRadius;
((volatile Instance*)instances)[drawableInstanceCount].Create(mat, XMFLOAT4((float)impostorID * impostorCaptureAngles * 3, 1, 1, 1), dither);
drawableInstanceCount++;
}
}
device->InvalidateBufferAccess(&dynamicVertexBufferPools[threadID], threadID); // close buffer, ready to draw all!
device->BindStencilRef(STENCILREF_DEFAULT, threadID);
device->BindGraphicsPSO(impostorRequest, threadID);
SetAlphaRef(0.75f, threadID);
MiscCB cb;
cb.g_xColor.x = (float)instancesOffset;
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &cb, threadID);
device->BindResource(VS, &dynamicVertexBufferPools[threadID], TEXSLOT_ONDEMAND0, threadID);
device->BindResource(PS, textures[TEXTYPE_2D_IMPOSTORARRAY], TEXSLOT_ONDEMAND0, threadID);
device->Draw(drawableInstanceCount * 6, 0, threadID);
device->EventEnd(threadID);
}
}
void LoadShaders()
{
GraphicsDevice* device = GetDevice();
for (int i = 0; i < VLTYPE_LAST; ++i)
{
vertexLayouts[i] = new VertexLayout;
}
{
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
};
vertexShaders[VSTYPE_OBJECT_DEBUG] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectVS_debug.cso", wiResourceManager::VERTEXSHADER));
device->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaders[VSTYPE_OBJECT_DEBUG]->code.data, vertexShaders[VSTYPE_OBJECT_DEBUG]->code.size, vertexLayouts[VLTYPE_OBJECT_DEBUG]);
}
{
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, MeshComponent::Vertex_TEX::FORMAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "PREVPOS", 0, MeshComponent::Vertex_POS::FORMAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "MATI", 0, FORMAT_R32G32B32A32_FLOAT, 3, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 1, FORMAT_R32G32B32A32_FLOAT, 3, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 2, FORMAT_R32G32B32A32_FLOAT, 3, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "COLOR_DITHER", 0, FORMAT_R32G32B32A32_FLOAT, 3, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATIPREV", 0, FORMAT_R32G32B32A32_FLOAT, 3, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATIPREV", 1, FORMAT_R32G32B32A32_FLOAT, 3, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATIPREV", 2, FORMAT_R32G32B32A32_FLOAT, 3, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
vertexShaders[VSTYPE_OBJECT_COMMON] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectVS_common.cso", wiResourceManager::VERTEXSHADER));
device->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaders[VSTYPE_OBJECT_COMMON]->code.data, vertexShaders[VSTYPE_OBJECT_COMMON]->code.size, vertexLayouts[VLTYPE_OBJECT_ALL]);
}
{
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "MATI", 0, FORMAT_R32G32B32A32_FLOAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 1, FORMAT_R32G32B32A32_FLOAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 2, FORMAT_R32G32B32A32_FLOAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "COLOR_DITHER", 0, FORMAT_R32G32B32A32_FLOAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
vertexShaders[VSTYPE_OBJECT_POSITIONSTREAM] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectVS_positionstream.cso", wiResourceManager::VERTEXSHADER));
device->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaders[VSTYPE_OBJECT_POSITIONSTREAM]->code.data, vertexShaders[VSTYPE_OBJECT_POSITIONSTREAM]->code.size, vertexLayouts[VLTYPE_OBJECT_POS]);
}
{
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, MeshComponent::Vertex_TEX::FORMAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "MATI", 0, FORMAT_R32G32B32A32_FLOAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 1, FORMAT_R32G32B32A32_FLOAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 2, FORMAT_R32G32B32A32_FLOAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "COLOR_DITHER", 0, FORMAT_R32G32B32A32_FLOAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
vertexShaders[VSTYPE_OBJECT_SIMPLE] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectVS_simple.cso", wiResourceManager::VERTEXSHADER));
device->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaders[VSTYPE_OBJECT_SIMPLE]->code.data, vertexShaders[VSTYPE_OBJECT_SIMPLE]->code.size, vertexLayouts[VLTYPE_OBJECT_POS_TEX]);
}
{
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "MATI", 0, FORMAT_R32G32B32A32_FLOAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 1, FORMAT_R32G32B32A32_FLOAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 2, FORMAT_R32G32B32A32_FLOAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "COLOR_DITHER", 0, FORMAT_R32G32B32A32_FLOAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
vertexShaders[VSTYPE_SHADOW] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "shadowVS.cso", wiResourceManager::VERTEXSHADER));
device->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaders[VSTYPE_SHADOW]->code.data, vertexShaders[VSTYPE_SHADOW]->code.size, vertexLayouts[VLTYPE_SHADOW_POS]);
}
{
VertexLayoutDesc layout[] =
{
{ "POSITION_NORMAL_SUBSETINDEX", 0, MeshComponent::Vertex_POS::FORMAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, MeshComponent::Vertex_TEX::FORMAT, 1, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "MATI", 0, FORMAT_R32G32B32A32_FLOAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 1, FORMAT_R32G32B32A32_FLOAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "MATI", 2, FORMAT_R32G32B32A32_FLOAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
{ "COLOR_DITHER", 0, FORMAT_R32G32B32A32_FLOAT, 2, APPEND_ALIGNED_ELEMENT, INPUT_PER_INSTANCE_DATA, 1 },
};
vertexShaders[VSTYPE_SHADOW_ALPHATEST] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "shadowVS_alphatest.cso", wiResourceManager::VERTEXSHADER));
device->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaders[VSTYPE_SHADOW_ALPHATEST]->code.data, vertexShaders[VSTYPE_SHADOW_ALPHATEST]->code.size, vertexLayouts[VLTYPE_SHADOW_POS_TEX]);
vertexShaders[VSTYPE_SHADOW_TRANSPARENT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "shadowVS_transparent.cso", wiResourceManager::VERTEXSHADER));
}
{
VertexLayoutDesc layout[] =
{
{ "POSITION", 0, FORMAT_R32G32B32A32_FLOAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, FORMAT_R32G32B32A32_FLOAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
};
vertexShaders[VSTYPE_LINE] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "linesVS.cso", wiResourceManager::VERTEXSHADER));
device->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaders[VSTYPE_LINE]->code.data, vertexShaders[VSTYPE_LINE]->code.size, vertexLayouts[VLTYPE_LINE]);
}
{
VertexLayoutDesc layout[] =
{
{ "POSITION", 0, FORMAT_R32G32B32_FLOAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, FORMAT_R32G32_FLOAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, FORMAT_R32G32B32A32_FLOAT, 0, APPEND_ALIGNED_ELEMENT, INPUT_PER_VERTEX_DATA, 0 },
};
vertexShaders[VSTYPE_TRAIL] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "trailVS.cso", wiResourceManager::VERTEXSHADER));
device->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaders[VSTYPE_TRAIL]->code.data, vertexShaders[VSTYPE_TRAIL]->code.size, vertexLayouts[VLTYPE_TRAIL]);
}
vertexShaders[VSTYPE_OBJECT_COMMON_TESSELLATION] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectVS_common_tessellation.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_OBJECT_SIMPLE_TESSELLATION] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectVS_simple_tessellation.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_IMPOSTOR] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "impostorVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_DIRLIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "dirLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_POINTLIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "pointLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_SPOTLIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "spotLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_LIGHTVISUALIZER_SPOTLIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "vSpotLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_LIGHTVISUALIZER_POINTLIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "vPointLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_LIGHTVISUALIZER_SPHERELIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "vSphereLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_LIGHTVISUALIZER_DISCLIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "vDiscLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_LIGHTVISUALIZER_RECTANGLELIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "vRectangleLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_LIGHTVISUALIZER_TUBELIGHT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "vTubeLightVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_DECAL] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "decalVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_ENVMAP] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "envMapVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_ENVMAP_SKY] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "envMap_skyVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_SPHERE] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "sphereVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_CUBE] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cubeVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_SHADOWCUBEMAPRENDER] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cubeShadowVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cubeShadowVS_alphatest.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_SKY] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "skyVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_WATER] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "waterVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_VOXELIZER] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectVS_voxelizer.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_VOXEL] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "voxelVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_FORCEFIELDVISUALIZER_POINT] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "forceFieldPointVisualizerVS.cso", wiResourceManager::VERTEXSHADER));
vertexShaders[VSTYPE_FORCEFIELDVISUALIZER_PLANE] = static_cast<VertexShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "forceFieldPlaneVisualizerVS.cso", wiResourceManager::VERTEXSHADER));
pixelShaders[PSTYPE_OBJECT_DEFERRED] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_deferred.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_DEFERRED_NORMALMAP] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_deferred_normalmap.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_DEFERRED_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_deferred_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_DEFERRED_NORMALMAP_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_deferred_normalmap_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_IMPOSTOR_DEFERRED] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "impostorPS_deferred.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_NORMALMAP] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_normalmap.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_transparent.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_transparent_normalmap.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_PLANARREFLECTION] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_planarreflection.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_NORMALMAP_PLANARREFLECTION] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_normalmap_planarreflection.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_PLANARREFLECTION] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_transparent_planarreflection.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP_PLANARREFLECTION] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_transparent_normalmap_planarreflection.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_NORMALMAP_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_normalmap_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_transparent_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_TRANSPARENT_NORMALMAP_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_transparent_normalmap_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_FORWARD_WATER] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_forward_water.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_IMPOSTOR_FORWARD] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "impostorPS_forward.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_normalmap.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_transparent.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_transparent_normalmap.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_PLANARREFLECTION] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_planarreflection.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP_PLANARREFLECTION] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_normalmap_planarreflection.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_PLANARREFLECTION] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_transparent_planarreflection.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP_PLANARREFLECTION] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_transparent_normalmap_planarreflection.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_NORMALMAP_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_normalmap_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_transparent_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_TRANSPARENT_NORMALMAP_POM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_transparent_normalmap_pom.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_WATER] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_tiledforward_water.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_IMPOSTOR_TILEDFORWARD] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "impostorPS_tiledforward.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_HOLOGRAM] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_hologram.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_DEBUG] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_debug.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_SIMPLEST] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_simplest.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_BLACKOUT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_blackout.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_TEXTUREONLY] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_textureonly.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_OBJECT_ALPHATESTONLY] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_alphatestonly.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_IMPOSTOR_ALPHATESTONLY] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "impostorPS_alphatestonly.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_IMPOSTOR_SIMPLE] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "impostorPS_simple.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_ENVIRONMENTALLIGHT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "environmentalLightPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_DIRLIGHT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "dirLightPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_POINTLIGHT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "pointLightPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SPOTLIGHT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "spotLightPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SPHERELIGHT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "sphereLightPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_DISCLIGHT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "discLightPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_RECTANGLELIGHT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "rectangleLightPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_TUBELIGHT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "tubeLightPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_LIGHTVISUALIZER] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "lightVisualizerPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_VOLUMETRICLIGHT_DIRECTIONAL] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "volumetricLight_DirectionalPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_VOLUMETRICLIGHT_POINT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "volumetricLight_PointPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_VOLUMETRICLIGHT_SPOT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "volumetricLight_SpotPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_DECAL] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "decalPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_ENVMAP] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "envMapPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_ENVMAP_SKY_STATIC] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "envMap_skyPS_static.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_ENVMAP_SKY_DYNAMIC] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "envMap_skyPS_dynamic.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_CAPTUREIMPOSTOR_ALBEDO] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "captureImpostorPS_albedo.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_CAPTUREIMPOSTOR_NORMAL] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "captureImpostorPS_normal.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_CAPTUREIMPOSTOR_SURFACE] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "captureImpostorPS_surface.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_CUBEMAP] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cubemapPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_LINE] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "linesPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SKY_STATIC] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "skyPS_static.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SKY_DYNAMIC] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "skyPS_dynamic.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SUN] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "sunPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SHADOW_ALPHATEST] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "shadowPS_alphatest.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SHADOW_TRANSPARENT] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "shadowPS_transparent.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SHADOW_WATER] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "shadowPS_water.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SHADOWCUBEMAPRENDER] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cubeShadowPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cubeShadowPS_alphatest.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_TRAIL] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "trailPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_VOXELIZER] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectPS_voxelizer.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_VOXEL] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "voxelPS.cso", wiResourceManager::PIXELSHADER));
pixelShaders[PSTYPE_FORCEFIELDVISUALIZER] = static_cast<PixelShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "forceFieldVisualizerPS.cso", wiResourceManager::PIXELSHADER));
geometryShaders[GSTYPE_ENVMAP] = static_cast<GeometryShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "envMapGS.cso", wiResourceManager::GEOMETRYSHADER));
geometryShaders[GSTYPE_ENVMAP_SKY] = static_cast<GeometryShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "envMap_skyGS.cso", wiResourceManager::GEOMETRYSHADER));
geometryShaders[GSTYPE_SHADOWCUBEMAPRENDER] = static_cast<GeometryShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cubeShadowGS.cso", wiResourceManager::GEOMETRYSHADER));
geometryShaders[GSTYPE_SHADOWCUBEMAPRENDER_ALPHATEST] = static_cast<GeometryShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cubeShadowGS_alphatest.cso", wiResourceManager::GEOMETRYSHADER));
geometryShaders[GSTYPE_VOXELIZER] = static_cast<GeometryShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectGS_voxelizer.cso", wiResourceManager::GEOMETRYSHADER));
geometryShaders[GSTYPE_VOXEL] = static_cast<GeometryShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "voxelGS.cso", wiResourceManager::GEOMETRYSHADER));
computeShaders[CSTYPE_LUMINANCE_PASS1] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "luminancePass1CS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_LUMINANCE_PASS2] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "luminancePass2CS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_TILEFRUSTUMS] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "tileFrustumsCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_RESOLVEMSAADEPTHSTENCIL] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "resolveMSAADepthStencilCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_VOXELSCENECOPYCLEAR] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "voxelSceneCopyClearCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_VOXELSCENECOPYCLEAR_TEMPORALSMOOTHING] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "voxelSceneCopyClear_TemporalSmoothing.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_VOXELRADIANCESECONDARYBOUNCE] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "voxelRadianceSecondaryBounceCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_VOXELCLEARONLYNORMAL] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "voxelClearOnlyNormalCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN2D_UNORM4_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain2D_unorm4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain2D_float4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN2D_UNORM4_GAUSSIAN] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain2D_unorm4_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_GAUSSIAN] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain2D_float4_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain3D_unorm4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain3D_float4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_UNORM4_GAUSSIAN] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain3D_unorm4_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_GAUSSIAN] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain3D_float4_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAINCUBE_UNORM4_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChainCube_unorm4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAINCUBE_FLOAT4_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChainCube_float4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAINCUBEARRAY_UNORM4_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChainCubeArray_unorm4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAINCUBEARRAY_FLOAT4_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChainCubeArray_float4_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_FILTERENVMAP] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "filterEnvMapCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_COPYTEXTURE2D_UNORM4] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "copytexture2D_unorm4CS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_COPYTEXTURE2D_UNORM4_BORDEREXPAND] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "copytexture2D_unorm4_borderexpandCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_SKINNING] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "skinningCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_SKINNING_LDS] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "skinningCS_LDS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_CLOUDGENERATOR] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cloudGeneratorCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_BVH_RESET] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "bvh_resetCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_BVH_CLASSIFICATION] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "bvh_classificationCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_BVH_KICKJOBS] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "bvh_kickjobsCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_BVH_CLUSTERPROCESSOR] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "bvh_clusterprocessorCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_BVH_HIERARCHY] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "bvh_hierarchyCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_BVH_PROPAGATEAABB] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "bvh_propagateaabbCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_RAYTRACE_CLEAR] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "raytrace_clearCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_RAYTRACE_LAUNCH] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "raytrace_launchCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_RAYTRACE_KICKJOBS] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "raytrace_kickjobsCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_RAYTRACE_PRIMARY] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "raytrace_primaryCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_RAYTRACE_LIGHTSAMPLING] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "raytrace_lightsamplingCS.cso", wiResourceManager::COMPUTESHADER));
hullShaders[HSTYPE_OBJECT] = static_cast<HullShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectHS.cso", wiResourceManager::HULLSHADER));
domainShaders[DSTYPE_OBJECT] = static_cast<DomainShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "objectDS.cso", wiResourceManager::DOMAINSHADER));
vector<thread> thread_pool(0);
thread_pool.push_back(thread([&] {
// default objectshaders:
for (int shaderType = 0; shaderType < SHADERTYPE_COUNT; ++shaderType)
{
for (int doublesided = 0; doublesided < OBJECTRENDERING_DOUBLESIDED_COUNT; ++doublesided)
{
for (int tessellation = 0; tessellation < OBJECTRENDERING_TESSELLATION_COUNT; ++tessellation)
{
for (int alphatest = 0; alphatest < OBJECTRENDERING_ALPHATEST_COUNT; ++alphatest)
{
for (int transparency = 0; transparency < OBJECTRENDERING_TRANSPARENCY_COUNT; ++transparency)
{
for (int normalmap = 0; normalmap < OBJECTRENDERING_NORMALMAP_COUNT; ++normalmap)
{
for (int planarreflection = 0; planarreflection < OBJECTRENDERING_PLANARREFLECTION_COUNT; ++planarreflection)
{
for (int pom = 0; pom < OBJECTRENDERING_POM_COUNT; ++pom)
{
VSTYPES realVS = GetVSTYPE((SHADERTYPE)shaderType, tessellation, alphatest, transparency);
VLTYPES realVL = GetVLTYPE((SHADERTYPE)shaderType, tessellation, alphatest, transparency);
HSTYPES realHS = GetHSTYPE((SHADERTYPE)shaderType, tessellation);
DSTYPES realDS = GetDSTYPE((SHADERTYPE)shaderType, tessellation);
GSTYPES realGS = GetGSTYPE((SHADERTYPE)shaderType, alphatest);
PSTYPES realPS = GetPSTYPE((SHADERTYPE)shaderType, alphatest, transparency, normalmap, planarreflection, pom);
if (tessellation && (realHS == HSTYPE_NULL || realDS == DSTYPE_NULL))
{
continue;
}
GraphicsPSODesc desc;
desc.vs = vertexShaders[realVS];
desc.il = vertexLayouts[realVL];
desc.hs = hullShaders[realHS];
desc.ds = domainShaders[realDS];
desc.gs = geometryShaders[realGS];
desc.ps = pixelShaders[realPS];
switch (shaderType)
{
case SHADERTYPE_DEPTHONLY:
case SHADERTYPE_SHADOW:
case SHADERTYPE_SHADOWCUBE:
desc.bs = blendStates[transparency ? BSTYPE_TRANSPARENTSHADOWMAP : BSTYPE_COLORWRITEDISABLE];
break;
default:
desc.bs = blendStates[transparency ? BSTYPE_TRANSPARENT : BSTYPE_OPAQUE];
break;
}
switch (shaderType)
{
case SHADERTYPE_SHADOW:
case SHADERTYPE_SHADOWCUBE:
desc.dss = depthStencils[transparency ? DSSTYPE_DEPTHREAD : DSSTYPE_SHADOW];
break;
case SHADERTYPE_TILEDFORWARD:
desc.dss = depthStencils[transparency ? DSSTYPE_DEFAULT : DSSTYPE_DEPTHREADEQUAL];
break;
case SHADERTYPE_ENVMAPCAPTURE:
desc.dss = depthStencils[DSSTYPE_ENVMAP];
break;
case SHADERTYPE_VOXELIZE:
desc.dss = depthStencils[DSSTYPE_XRAY];
break;
default:
desc.dss = depthStencils[DSSTYPE_DEFAULT];
break;
}
switch (shaderType)
{
case SHADERTYPE_SHADOW:
case SHADERTYPE_SHADOWCUBE:
desc.rs = rasterizers[doublesided ? RSTYPE_SHADOW_DOUBLESIDED : RSTYPE_SHADOW];
break;
case SHADERTYPE_VOXELIZE:
desc.rs = rasterizers[RSTYPE_VOXELIZE];
break;
default:
desc.rs = rasterizers[doublesided ? RSTYPE_DOUBLESIDED : RSTYPE_FRONT];
break;
}
switch (shaderType)
{
case SHADERTYPE_TEXTURE:
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = DSFormat_full;
break;
case SHADERTYPE_DEFERRED:
desc.numRTs = 4;
desc.RTFormats[0] = RTFormat_gbuffer_0;
desc.RTFormats[1] = RTFormat_gbuffer_1;
desc.RTFormats[2] = RTFormat_gbuffer_2;
desc.RTFormats[3] = RTFormat_gbuffer_3;
desc.DSFormat = DSFormat_full;
break;
case SHADERTYPE_FORWARD:
if (transparency)
{
desc.numRTs = 1;
}
else
{
desc.numRTs = 2;
}
desc.RTFormats[0] = RTFormat_hdr;
desc.RTFormats[1] = RTFormat_gbuffer_1;
desc.DSFormat = DSFormat_full;
break;
case SHADERTYPE_TILEDFORWARD:
if (transparency)
{
desc.numRTs = 1;
}
else
{
desc.numRTs = 2;
}
desc.RTFormats[0] = RTFormat_hdr;
desc.RTFormats[1] = RTFormat_gbuffer_1;
desc.DSFormat = DSFormat_full;
break;
case SHADERTYPE_DEPTHONLY:
desc.numRTs = 0;
desc.DSFormat = DSFormat_full;
break;
case SHADERTYPE_ENVMAPCAPTURE:
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_envprobe;
desc.DSFormat = DSFormat_small;
break;
case SHADERTYPE_SHADOW:
if (transparency)
{
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_ldr;
}
else
{
desc.numRTs = 0;
}
desc.DSFormat = DSFormat_small;
break;
case SHADERTYPE_SHADOWCUBE:
desc.numRTs = 0;
desc.DSFormat = DSFormat_small;
break;
case SHADERTYPE_VOXELIZE:
desc.numRTs = 0;
break;
}
if (tessellation)
{
desc.pt = PATCHLIST;
}
else
{
desc.pt = TRIANGLELIST;
}
RECREATE(PSO_object[shaderType][doublesided][tessellation][alphatest][transparency][normalmap][planarreflection][pom]);
device->CreateGraphicsPSO(&desc, PSO_object[shaderType][doublesided][tessellation][alphatest][transparency][normalmap][planarreflection][pom]);
}
}
}
}
}
}
}
}
//// Custom objectshader presets:
//for (auto& x : Material::customShaderPresets)
//{
// SAFE_DELETE(x);
//}
//Material::customShaderPresets.clear();
//// Hologram:
//{
// VSTYPES realVS = GetVSTYPE(SHADERTYPE_FORWARD, false, false, true);
// VLTYPES realVL = GetVLTYPE(SHADERTYPE_FORWARD, false, false, true);
// GraphicsPSODesc desc;
// desc.vs = vertexShaders[realVS];
// desc.il = vertexLayouts[realVL];
// desc.ps = pixelShaders[PSTYPE_OBJECT_HOLOGRAM];
// desc.bs = blendStates[BSTYPE_ADDITIVE];
// desc.rs = rasterizers[DSSTYPE_DEFAULT];
// desc.dss = depthStencils[DSSTYPE_DEPTHREAD];
// desc.pt = TRIANGLELIST;
// desc.numRTs = 1;
// desc.RTFormats[0] = RTFormat_hdr;
// desc.DSFormat = DSFormat_full;
// Material::CustomShader* customShader = new Material::CustomShader;
// customShader->name = "Hologram";
// customShader->passes[SHADERTYPE_FORWARD].pso = new GraphicsPSO;
// device->CreateGraphicsPSO(&desc, customShader->passes[SHADERTYPE_FORWARD].pso);
// customShader->passes[SHADERTYPE_TILEDFORWARD].pso = new GraphicsPSO;
// device->CreateGraphicsPSO(&desc, customShader->passes[SHADERTYPE_TILEDFORWARD].pso);
// Material::customShaderPresets.push_back(customShader);
//}
}));
thread_pool.push_back(thread([&] {
{
GraphicsPSODesc desc;
desc.vs = vertexShaders[VSTYPE_WATER];
desc.rs = rasterizers[RSTYPE_DOUBLESIDED];
desc.bs = blendStates[BSTYPE_TRANSPARENT];
desc.dss = depthStencils[DSSTYPE_DEFAULT];
desc.il = vertexLayouts[VLTYPE_OBJECT_POS_TEX];
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = DSFormat_full;
desc.ps = pixelShaders[PSTYPE_OBJECT_FORWARD_WATER];
RECREATE(PSO_object_water[SHADERTYPE_FORWARD]);
device->CreateGraphicsPSO(&desc, PSO_object_water[SHADERTYPE_FORWARD]);
desc.ps = pixelShaders[PSTYPE_OBJECT_TILEDFORWARD_WATER];
RECREATE(PSO_object_water[SHADERTYPE_TILEDFORWARD]);
device->CreateGraphicsPSO(&desc, PSO_object_water[SHADERTYPE_TILEDFORWARD]);
desc.dss = depthStencils[DSSTYPE_DEPTHREAD];
desc.rs = rasterizers[RSTYPE_SHADOW];
desc.bs = blendStates[BSTYPE_TRANSPARENTSHADOWMAP];
desc.vs = vertexShaders[VSTYPE_SHADOW_TRANSPARENT];
desc.ps = pixelShaders[PSTYPE_SHADOW_WATER];
RECREATE(PSO_object_water[SHADERTYPE_SHADOW]);
device->CreateGraphicsPSO(&desc, PSO_object_water[SHADERTYPE_SHADOW]);
}
{
GraphicsPSODesc desc;
desc.vs = vertexShaders[VSTYPE_OBJECT_SIMPLE];
desc.ps = pixelShaders[PSTYPE_OBJECT_SIMPLEST];
desc.rs = rasterizers[RSTYPE_WIRE];
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.dss = depthStencils[DSSTYPE_DEFAULT];
desc.il = vertexLayouts[VLTYPE_OBJECT_POS_TEX];
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = DSFormat_full;
RECREATE(PSO_object_wire);
device->CreateGraphicsPSO(&desc, PSO_object_wire);
}
{
GraphicsPSODesc desc;
desc.vs = vertexShaders[VSTYPE_DECAL];
desc.ps = pixelShaders[PSTYPE_DECAL];
desc.rs = rasterizers[RSTYPE_FRONT];
desc.bs = blendStates[BSTYPE_DECAL];
desc.dss = depthStencils[DSSTYPE_DECAL];
desc.pt = TRIANGLESTRIP;
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_gbuffer_0;
//desc.RTFormats[1] = RTFormat_gbuffer_1;
RECREATE(PSO_decal);
device->CreateGraphicsPSO(&desc, PSO_decal);
}
{
GraphicsPSODesc desc;
desc.vs = vertexShaders[VSTYPE_CUBE];
desc.rs = rasterizers[RSTYPE_OCCLUDEE];
desc.bs = blendStates[BSTYPE_COLORWRITEDISABLE];
desc.dss = depthStencils[DSSTYPE_DEPTHREAD];
desc.pt = TRIANGLESTRIP;
desc.DSFormat = DSFormat_small;
RECREATE(PSO_occlusionquery);
device->CreateGraphicsPSO(&desc, PSO_occlusionquery);
}
for (int shaderType = 0; shaderType < SHADERTYPE_COUNT; ++shaderType)
{
const bool impostorRequest =
shaderType != SHADERTYPE_VOXELIZE &&
shaderType != SHADERTYPE_SHADOW &&
shaderType != SHADERTYPE_SHADOWCUBE &&
shaderType != SHADERTYPE_ENVMAPCAPTURE;
if (!impostorRequest)
{
continue;
}
GraphicsPSODesc desc;
desc.rs = rasterizers[RSTYPE_FRONT];
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.dss = depthStencils[shaderType == SHADERTYPE_TILEDFORWARD ? DSSTYPE_DEPTHREADEQUAL : DSSTYPE_DEFAULT];
desc.il = nullptr;
switch (shaderType)
{
case SHADERTYPE_DEFERRED:
desc.vs = vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = pixelShaders[PSTYPE_IMPOSTOR_DEFERRED];
desc.numRTs = 4;
desc.RTFormats[0] = RTFormat_gbuffer_0;
desc.RTFormats[1] = RTFormat_gbuffer_1;
desc.RTFormats[2] = RTFormat_gbuffer_2;
desc.RTFormats[3] = RTFormat_gbuffer_3;
break;
case SHADERTYPE_FORWARD:
desc.vs = vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = pixelShaders[PSTYPE_IMPOSTOR_FORWARD];
desc.numRTs = 2;
desc.RTFormats[0] = RTFormat_hdr;
desc.RTFormats[1] = RTFormat_gbuffer_1;
break;
case SHADERTYPE_TILEDFORWARD:
desc.vs = vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = pixelShaders[PSTYPE_IMPOSTOR_TILEDFORWARD];
desc.numRTs = 2;
desc.RTFormats[0] = RTFormat_hdr;
desc.RTFormats[1] = RTFormat_gbuffer_1;
break;
case SHADERTYPE_DEPTHONLY:
desc.vs = vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = pixelShaders[PSTYPE_IMPOSTOR_ALPHATESTONLY];
break;
default:
desc.vs = vertexShaders[VSTYPE_IMPOSTOR];
desc.ps = pixelShaders[PSTYPE_IMPOSTOR_SIMPLE];
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
break;
}
desc.DSFormat = DSFormat_full;
RECREATE(PSO_impostor[shaderType]);
device->CreateGraphicsPSO(&desc, PSO_impostor[shaderType]);
}
{
GraphicsPSODesc desc;
desc.vs = vertexShaders[VSTYPE_OBJECT_COMMON];
desc.rs = rasterizers[RSTYPE_FRONT];
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.dss = depthStencils[DSSTYPE_DEFAULT];
desc.il = vertexLayouts[VLTYPE_OBJECT_ALL];
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_impostor;
desc.DSFormat = DSFormat_small;
desc.ps = pixelShaders[PSTYPE_CAPTUREIMPOSTOR_ALBEDO];
RECREATE(PSO_captureimpostor_albedo);
device->CreateGraphicsPSO(&desc, PSO_captureimpostor_albedo);
desc.ps = pixelShaders[PSTYPE_CAPTUREIMPOSTOR_NORMAL];
RECREATE(PSO_captureimpostor_normal);
device->CreateGraphicsPSO(&desc, PSO_captureimpostor_normal);
desc.ps = pixelShaders[PSTYPE_CAPTUREIMPOSTOR_SURFACE];
RECREATE(PSO_captureimpostor_surface);
device->CreateGraphicsPSO(&desc, PSO_captureimpostor_surface);
}
}));
thread_pool.push_back(thread([&] {
for (int type = 0; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
GraphicsPSODesc desc;
// deferred lights:
desc.pt = TRIANGLELIST;
desc.rs = rasterizers[RSTYPE_BACK];
desc.bs = blendStates[BSTYPE_DEFERREDLIGHT];
switch (type)
{
case LightComponent::DIRECTIONAL:
desc.vs = vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = pixelShaders[PSTYPE_DIRLIGHT];
desc.dss = depthStencils[DSSTYPE_DIRLIGHT];
break;
case LightComponent::POINT:
desc.vs = vertexShaders[VSTYPE_POINTLIGHT];
desc.ps = pixelShaders[PSTYPE_POINTLIGHT];
desc.dss = depthStencils[DSSTYPE_LIGHT];
break;
case LightComponent::SPOT:
desc.vs = vertexShaders[VSTYPE_SPOTLIGHT];
desc.ps = pixelShaders[PSTYPE_SPOTLIGHT];
desc.dss = depthStencils[DSSTYPE_LIGHT];
break;
case LightComponent::SPHERE:
desc.vs = vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = pixelShaders[PSTYPE_SPHERELIGHT];
desc.dss = depthStencils[DSSTYPE_DIRLIGHT];
break;
case LightComponent::DISC:
desc.vs = vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = pixelShaders[PSTYPE_DISCLIGHT];
desc.dss = depthStencils[DSSTYPE_DIRLIGHT];
break;
case LightComponent::RECTANGLE:
desc.vs = vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = pixelShaders[PSTYPE_RECTANGLELIGHT];
desc.dss = depthStencils[DSSTYPE_DIRLIGHT];
break;
case LightComponent::TUBE:
desc.vs = vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = pixelShaders[PSTYPE_TUBELIGHT];
desc.dss = depthStencils[DSSTYPE_DIRLIGHT];
break;
}
desc.numRTs = 2;
desc.RTFormats[0] = RTFormat_deferred_lightbuffer;
desc.RTFormats[1] = RTFormat_deferred_lightbuffer;
desc.DSFormat = DSFormat_full;
RECREATE(PSO_deferredlight[type]);
device->CreateGraphicsPSO(&desc, PSO_deferredlight[type]);
// light visualizers:
if (type != LightComponent::DIRECTIONAL)
{
desc.dss = depthStencils[DSSTYPE_DEPTHREAD];
desc.ps = pixelShaders[PSTYPE_LIGHTVISUALIZER];
switch (type)
{
case LightComponent::POINT:
desc.bs = blendStates[BSTYPE_ADDITIVE];
desc.vs = vertexShaders[VSTYPE_LIGHTVISUALIZER_POINTLIGHT];
desc.rs = rasterizers[RSTYPE_FRONT];
break;
case LightComponent::SPOT:
desc.bs = blendStates[BSTYPE_ADDITIVE];
desc.vs = vertexShaders[VSTYPE_LIGHTVISUALIZER_SPOTLIGHT];
desc.rs = rasterizers[RSTYPE_DOUBLESIDED];
break;
case LightComponent::SPHERE:
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.vs = vertexShaders[VSTYPE_LIGHTVISUALIZER_SPHERELIGHT];
desc.rs = rasterizers[RSTYPE_FRONT];
break;
case LightComponent::DISC:
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.vs = vertexShaders[VSTYPE_LIGHTVISUALIZER_DISCLIGHT];
desc.rs = rasterizers[RSTYPE_FRONT];
break;
case LightComponent::RECTANGLE:
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.vs = vertexShaders[VSTYPE_LIGHTVISUALIZER_RECTANGLELIGHT];
desc.rs = rasterizers[RSTYPE_BACK];
break;
case LightComponent::TUBE:
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.vs = vertexShaders[VSTYPE_LIGHTVISUALIZER_TUBELIGHT];
desc.rs = rasterizers[RSTYPE_FRONT];
break;
}
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = DSFormat_full;
RECREATE(PSO_lightvisualizer[type]);
device->CreateGraphicsPSO(&desc, PSO_lightvisualizer[type]);
}
// volumetric lights:
if (type <= LightComponent::SPOT)
{
desc.dss = depthStencils[DSSTYPE_XRAY];
desc.bs = blendStates[BSTYPE_ADDITIVE];
desc.rs = rasterizers[RSTYPE_BACK];
switch (type)
{
case LightComponent::DIRECTIONAL:
desc.vs = vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = pixelShaders[PSTYPE_VOLUMETRICLIGHT_DIRECTIONAL];
break;
case LightComponent::POINT:
desc.vs = vertexShaders[VSTYPE_POINTLIGHT];
desc.ps = pixelShaders[PSTYPE_VOLUMETRICLIGHT_POINT];
break;
case LightComponent::SPOT:
desc.vs = vertexShaders[VSTYPE_SPOTLIGHT];
desc.ps = pixelShaders[PSTYPE_VOLUMETRICLIGHT_SPOT];
break;
}
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = FORMAT_UNKNOWN;
RECREATE(PSO_volumetriclight[type]);
device->CreateGraphicsPSO(&desc, PSO_volumetriclight[type]);
}
}
{
GraphicsPSODesc desc;
desc.vs = vertexShaders[VSTYPE_DIRLIGHT];
desc.ps = pixelShaders[PSTYPE_ENVIRONMENTALLIGHT];
desc.rs = rasterizers[RSTYPE_BACK];
desc.bs = blendStates[BSTYPE_ENVIRONMENTALLIGHT];
desc.dss = depthStencils[DSSTYPE_DIRLIGHT];
desc.numRTs = 2;
desc.RTFormats[0] = RTFormat_deferred_lightbuffer;
desc.RTFormats[1] = RTFormat_deferred_lightbuffer;
desc.DSFormat = DSFormat_full;
RECREATE(PSO_enviromentallight);
device->CreateGraphicsPSO(&desc, PSO_enviromentallight);
}
for (int type = 0; type < SKYRENDERING_COUNT; ++type)
{
GraphicsPSODesc desc;
desc.rs = rasterizers[RSTYPE_SKY];
desc.dss = depthStencils[DSSTYPE_DEPTHREAD];
switch (type)
{
case SKYRENDERING_STATIC:
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.vs = vertexShaders[VSTYPE_SKY];
desc.ps = pixelShaders[PSTYPE_SKY_STATIC];
desc.numRTs = 2;
desc.RTFormats[0] = RTFormat_hdr;
desc.RTFormats[1] = RTFormat_gbuffer_1;
desc.DSFormat = DSFormat_full;
break;
case SKYRENDERING_DYNAMIC:
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.vs = vertexShaders[VSTYPE_SKY];
desc.ps = pixelShaders[PSTYPE_SKY_DYNAMIC];
desc.numRTs = 2;
desc.RTFormats[0] = RTFormat_hdr;
desc.RTFormats[1] = RTFormat_gbuffer_1;
desc.DSFormat = DSFormat_full;
break;
case SKYRENDERING_SUN:
desc.bs = blendStates[BSTYPE_ADDITIVE];
desc.vs = vertexShaders[VSTYPE_SKY];
desc.ps = pixelShaders[PSTYPE_SUN];
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = DSFormat_full;
break;
case SKYRENDERING_ENVMAPCAPTURE_STATIC:
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.vs = vertexShaders[VSTYPE_ENVMAP_SKY];
desc.ps = pixelShaders[PSTYPE_ENVMAP_SKY_STATIC];
desc.gs = geometryShaders[GSTYPE_ENVMAP_SKY];
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = DSFormat_small;
break;
case SKYRENDERING_ENVMAPCAPTURE_DYNAMIC:
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.vs = vertexShaders[VSTYPE_ENVMAP_SKY];
desc.ps = pixelShaders[PSTYPE_ENVMAP_SKY_DYNAMIC];
desc.gs = geometryShaders[GSTYPE_ENVMAP_SKY];
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = DSFormat_small;
break;
}
RECREATE(PSO_sky[type]);
device->CreateGraphicsPSO(&desc, PSO_sky[type]);
}
for (int debug = 0; debug < DEBUGRENDERING_COUNT; ++debug)
{
GraphicsPSODesc desc;
switch (debug)
{
case DEBUGRENDERING_ENVPROBE:
desc.vs = vertexShaders[VSTYPE_SPHERE];
desc.ps = pixelShaders[PSTYPE_CUBEMAP];
desc.dss = depthStencils[DSSTYPE_DEFAULT];
desc.rs = rasterizers[RSTYPE_FRONT];
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.pt = TRIANGLELIST;
break;
case DEBUGRENDERING_GRID:
desc.vs = vertexShaders[VSTYPE_LINE];
desc.ps = pixelShaders[PSTYPE_LINE];
desc.il = vertexLayouts[VLTYPE_LINE];
desc.dss = depthStencils[DSSTYPE_DEPTHREAD];
desc.rs = rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH];
desc.bs = blendStates[BSTYPE_TRANSPARENT];
desc.pt = LINELIST;
break;
case DEBUGRENDERING_CUBE:
desc.vs = vertexShaders[VSTYPE_LINE];
desc.ps = pixelShaders[PSTYPE_LINE];
desc.il = vertexLayouts[VLTYPE_LINE];
desc.dss = depthStencils[DSSTYPE_DEPTHREAD];
desc.rs = rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH];
desc.bs = blendStates[BSTYPE_TRANSPARENT];
desc.pt = LINELIST;
break;
case DEBUGRENDERING_LINES:
desc.vs = vertexShaders[VSTYPE_LINE];
desc.ps = pixelShaders[PSTYPE_LINE];
desc.il = vertexLayouts[VLTYPE_LINE];
desc.dss = depthStencils[DSSTYPE_XRAY];
desc.rs = rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH];
desc.bs = blendStates[BSTYPE_TRANSPARENT];
desc.pt = LINELIST;
break;
case DEBUGRENDERING_EMITTER:
desc.vs = vertexShaders[VSTYPE_OBJECT_DEBUG];
desc.ps = pixelShaders[PSTYPE_OBJECT_DEBUG];
desc.il = vertexLayouts[VLTYPE_OBJECT_DEBUG];
desc.dss = depthStencils[DSSTYPE_DEPTHREAD];
desc.rs = rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH];
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.pt = TRIANGLELIST;
break;
case DEBUGRENDERING_VOXEL:
desc.vs = vertexShaders[VSTYPE_VOXEL];
desc.ps = pixelShaders[PSTYPE_VOXEL];
desc.gs = geometryShaders[GSTYPE_VOXEL];
desc.dss = depthStencils[DSSTYPE_DEFAULT];
desc.rs = rasterizers[RSTYPE_BACK];
desc.bs = blendStates[BSTYPE_OPAQUE];
desc.pt = POINTLIST;
break;
case DEBUGRENDERING_FORCEFIELD_POINT:
desc.vs = vertexShaders[VSTYPE_FORCEFIELDVISUALIZER_POINT];
desc.ps = pixelShaders[PSTYPE_FORCEFIELDVISUALIZER];
desc.dss = depthStencils[DSSTYPE_XRAY];
desc.rs = rasterizers[RSTYPE_BACK];
desc.bs = blendStates[BSTYPE_TRANSPARENT];
desc.pt = TRIANGLELIST;
break;
case DEBUGRENDERING_FORCEFIELD_PLANE:
desc.vs = vertexShaders[VSTYPE_FORCEFIELDVISUALIZER_PLANE];
desc.ps = pixelShaders[PSTYPE_FORCEFIELDVISUALIZER];
desc.dss = depthStencils[DSSTYPE_XRAY];
desc.rs = rasterizers[RSTYPE_FRONT];
desc.bs = blendStates[BSTYPE_TRANSPARENT];
desc.pt = TRIANGLESTRIP;
break;
}
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_hdr;
desc.DSFormat = DSFormat_full;
RECREATE(PSO_debug[debug]);
HRESULT hr = device->CreateGraphicsPSO(&desc, PSO_debug[debug]);
assert(SUCCEEDED(hr));
}
}));
thread_pool.push_back(thread([&] {
for (int i = 0; i < TILEDLIGHTING_TYPE_COUNT; ++i)
{
for (int j = 0; j < TILEDLIGHTING_CULLING_COUNT; ++j)
{
for (int k = 0; k < TILEDLIGHTING_DEBUG_COUNT; ++k)
{
string name = "lightCullingCS";
if (i == TILEDLIGHTING_TYPE_DEFERRED)
{
name += "_DEFERRED";
}
if (j == TILEDLIGHTING_CULLING_ADVANCED)
{
name += "_ADVANCED";
}
if (k == TILEDLIGHTING_DEBUG_ENABLED)
{
name += "_DEBUG";
}
name += ".cso";
ComputePSODesc desc;
desc.cs = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + name, wiResourceManager::COMPUTESHADER));
RECREATE(CPSO_tiledlighting[i][j][k]);
device->CreateComputePSO(&desc, CPSO_tiledlighting[i][j][k]);
}
}
}
for (int i = 0; i < CSTYPE_LAST; ++i)
{
ComputePSODesc desc;
desc.cs = computeShaders[i];
RECREATE(CPSO[i]);
device->CreateComputePSO(&desc, CPSO[i]);
}
}));
for (auto& x : thread_pool)
{
x.join();
}
thread_pool.clear();
}
void LoadBuffers()
{
GraphicsDevice* device = GetDevice();
GPUBufferDesc bd;
// Ring buffer allows fast allocation of dynamic buffers for one frame:
for (int threadID = 0; threadID < GRAPHICSTHREAD_COUNT; ++threadID)
{
bd.BindFlags = BIND_VERTEX_BUFFER | BIND_SHADER_RESOURCE;
bd.ByteWidth = 1024 * 1024 * 64;
bd.Usage = USAGE_DYNAMIC;
bd.CPUAccessFlags = CPU_ACCESS_WRITE;
bd.MiscFlags = RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
device->CreateBuffer(&bd, nullptr, &dynamicVertexBufferPools[threadID]);
device->SetName(&dynamicVertexBufferPools[threadID], "DynamicVertexBufferPool");
}
for (int i = 0; i < CBTYPE_LAST; ++i)
{
constantBuffers[i] = new GPUBuffer;
}
ZeroMemory(&bd, sizeof(bd));
bd.BindFlags = BIND_CONSTANT_BUFFER;
//Persistent buffers...
// Per Frame Constant buffer will be updated only once per frame, but used by many shaders, so it should reside in DEFAULT GPU memory!
bd.CPUAccessFlags = 0;
bd.Usage = USAGE_DEFAULT;
bd.ByteWidth = sizeof(FrameCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_FRAME]);
device->SetName(constantBuffers[CBTYPE_FRAME], "FrameCB");
// The other constant buffers will be updated frequently (more than once per frame) so they should reside in DYNAMIC GPU memory!
bd.Usage = USAGE_DYNAMIC;
bd.CPUAccessFlags = CPU_ACCESS_WRITE;
bd.ByteWidth = sizeof(CameraCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_CAMERA]);
device->SetName(constantBuffers[CBTYPE_CAMERA], "CameraCB");
bd.ByteWidth = sizeof(MiscCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_MISC]);
device->SetName(constantBuffers[CBTYPE_MISC], "MiscCB");
bd.ByteWidth = sizeof(APICB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_API]);
device->SetName(constantBuffers[CBTYPE_API], "APICB");
// On demand buffers...
bd.ByteWidth = sizeof(VolumeLightCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_VOLUMELIGHT]);
device->SetName(constantBuffers[CBTYPE_VOLUMELIGHT], "VolumelightCB");
bd.ByteWidth = sizeof(DecalCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_DECAL]);
device->SetName(constantBuffers[CBTYPE_DECAL], "DecalCB");
bd.ByteWidth = sizeof(CubemapRenderCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_CUBEMAPRENDER]);
device->SetName(constantBuffers[CBTYPE_CUBEMAPRENDER], "CubemapRenderCB");
bd.ByteWidth = sizeof(TessellationCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_TESSELLATION]);
device->SetName(constantBuffers[CBTYPE_TESSELLATION], "TessellationCB");
bd.ByteWidth = sizeof(DispatchParamsCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_DISPATCHPARAMS]);
device->SetName(constantBuffers[CBTYPE_DISPATCHPARAMS], "DispatchParamsCB");
bd.ByteWidth = sizeof(CloudGeneratorCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_CLOUDGENERATOR]);
device->SetName(constantBuffers[CBTYPE_CLOUDGENERATOR], "CloudGeneratorCB");
bd.ByteWidth = sizeof(TracedRenderingCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_RAYTRACE]);
device->SetName(constantBuffers[CBTYPE_RAYTRACE], "RayTraceCB");
bd.ByteWidth = sizeof(BVHCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_BVH]);
device->SetName(constantBuffers[CBTYPE_BVH], "BVHGeneratorCB");
bd.ByteWidth = sizeof(GenerateMIPChainCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_MIPGEN]);
device->SetName(constantBuffers[CBTYPE_MIPGEN], "MipGeneratorCB");
bd.ByteWidth = sizeof(FilterEnvmapCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_FILTERENVMAP]);
device->SetName(constantBuffers[CBTYPE_FILTERENVMAP], "FilterEnvmapCB");
bd.ByteWidth = sizeof(CopyTextureCB);
device->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_COPYTEXTURE]);
device->SetName(constantBuffers[CBTYPE_COPYTEXTURE], "CopyTextureCB");
// Resource Buffers:
for (int i = 0; i < RBTYPE_LAST; ++i)
{
resourceBuffers[i] = new GPUBuffer;
}
// These will be used intensively by multiple shaders, so better to place them in GPU-only (USAGE_DEFAULT) memory:
bd.Usage = USAGE_DEFAULT;
bd.CPUAccessFlags = 0;
bd.ByteWidth = sizeof(ShaderEntityType) * MAX_SHADER_ENTITY_COUNT;
bd.BindFlags = BIND_SHADER_RESOURCE;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
bd.StructureByteStride = sizeof(ShaderEntityType);
device->CreateBuffer(&bd, nullptr, resourceBuffers[RBTYPE_ENTITYARRAY]);
device->SetName(resourceBuffers[RBTYPE_ENTITYARRAY], "EntityArray");
bd.ByteWidth = sizeof(XMMATRIX) * MATRIXARRAY_COUNT;
bd.BindFlags = BIND_SHADER_RESOURCE;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
bd.StructureByteStride = sizeof(XMMATRIX);
device->CreateBuffer(&bd, nullptr, resourceBuffers[RBTYPE_MATRIXARRAY]);
device->SetName(resourceBuffers[RBTYPE_MATRIXARRAY], "MatrixArray");
SAFE_DELETE(resourceBuffers[RBTYPE_VOXELSCENE]); // lazy init on request
}
void SetUpStates()
{
for (int i = 0; i < SSLOT_COUNT; ++i)
{
samplers[i] = new Sampler;
}
SamplerDesc samplerDesc;
samplerDesc.Filter = FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressV = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressW = TEXTURE_ADDRESS_MIRROR;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = FLOAT32_MAX;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_LINEAR_MIRROR]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_LINEAR_CLAMP]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = TEXTURE_ADDRESS_WRAP;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_LINEAR_WRAP]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressV = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressW = TEXTURE_ADDRESS_MIRROR;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_POINT_MIRROR]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = TEXTURE_ADDRESS_WRAP;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_POINT_WRAP]);
samplerDesc.Filter = FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_POINT_CLAMP]);
samplerDesc.Filter = FILTER_ANISOTROPIC;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
samplerDesc.MaxAnisotropy = 16;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_ANISO_CLAMP]);
samplerDesc.Filter = FILTER_ANISOTROPIC;
samplerDesc.AddressU = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = TEXTURE_ADDRESS_WRAP;
samplerDesc.MaxAnisotropy = 16;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_ANISO_WRAP]);
samplerDesc.Filter = FILTER_ANISOTROPIC;
samplerDesc.AddressU = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressV = TEXTURE_ADDRESS_MIRROR;
samplerDesc.AddressW = TEXTURE_ADDRESS_MIRROR;
samplerDesc.MaxAnisotropy = 16;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_ANISO_MIRROR]);
samplerDesc.Filter = FILTER_ANISOTROPIC;
samplerDesc.AddressU = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = TEXTURE_ADDRESS_WRAP;
samplerDesc.MaxAnisotropy = 16;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_OBJECTSHADER]);
ZeroMemory(&samplerDesc, sizeof(SamplerDesc));
samplerDesc.Filter = FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = COMPARISON_GREATER_EQUAL;
GetDevice()->CreateSamplerState(&samplerDesc, samplers[SSLOT_CMP_DEPTH]);
for (int i = 0; i < SSTYPE_LAST; ++i)
{
customsamplers[i] = new Sampler;
}
samplerDesc.Filter = FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = FLOAT32_MAX;
GetDevice()->CreateSamplerState(&samplerDesc, customsamplers[SSTYPE_MAXIMUM_CLAMP]);
for (int i = 0; i < RSTYPE_LAST; ++i)
{
rasterizers[i] = new RasterizerState;
}
RasterizerStateDesc rs;
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_BACK;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_FRONT]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_BACK;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = -2.0f;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_SHADOW]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = -2.0f;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_SHADOW_DOUBLESIDED]);
rs.FillMode = FILL_WIREFRAME;
rs.CullMode = CULL_BACK;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_WIRE]);
rs.AntialiasedLineEnable = true;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_WIRE_SMOOTH]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_DOUBLESIDED]);
rs.FillMode = FILL_WIREFRAME;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_WIRE_DOUBLESIDED]);
rs.AntialiasedLineEnable = true;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_WIRE_DOUBLESIDED_SMOOTH]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_FRONT;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_BACK]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_FRONT;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_OCCLUDEE]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_FRONT;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = false;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false;
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_SKY]);
rs.FillMode = FILL_SOLID;
rs.CullMode = CULL_NONE;
rs.FrontCounterClockwise = true;
rs.DepthBias = 0;
rs.DepthBiasClamp = 0;
rs.SlopeScaledDepthBias = 0;
rs.DepthClipEnable = true;
rs.MultisampleEnable = false;
rs.AntialiasedLineEnable = false;
rs.ConservativeRasterizationEnable = false; // do it in the shader for now...
GetDevice()->CreateRasterizerState(&rs, rasterizers[RSTYPE_VOXELIZE]);
for (int i = 0; i < DSSTYPE_LAST; ++i)
{
depthStencils[i] = new DepthStencilState;
}
DepthStencilStateDesc dsd;
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = COMPARISON_GREATER;
dsd.StencilEnable = true;
dsd.StencilReadMask = 0xFF;
dsd.StencilWriteMask = 0xFF;
dsd.FrontFace.StencilFunc = COMPARISON_ALWAYS;
dsd.FrontFace.StencilPassOp = STENCIL_OP_REPLACE;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_ALWAYS;
dsd.BackFace.StencilPassOp = STENCIL_OP_REPLACE;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_DEFAULT]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = COMPARISON_GREATER;
dsd.StencilEnable = false;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_SHADOW]);
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthEnable = false;
dsd.DepthFunc = COMPARISON_LESS;
dsd.StencilEnable = false;
dsd.StencilReadMask = 0xFF;
dsd.StencilWriteMask = 0xFF;
dsd.FrontFace.StencilFunc = COMPARISON_LESS;
dsd.FrontFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_LESS_EQUAL;
dsd.BackFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_DIRLIGHT]);
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthEnable = true;
dsd.DepthFunc = COMPARISON_LESS;
dsd.StencilEnable = false;
dsd.StencilReadMask = 0xFF;
dsd.StencilWriteMask = 0xFF;
dsd.FrontFace.StencilFunc = COMPARISON_LESS_EQUAL;
dsd.FrontFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_LESS_EQUAL;
dsd.BackFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_LIGHT]);
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthEnable = true;
dsd.StencilEnable = true;
dsd.DepthFunc = COMPARISON_LESS;
dsd.StencilReadMask = 0xFF;
dsd.StencilWriteMask = 0x00;
dsd.FrontFace.StencilFunc = COMPARISON_EQUAL;
dsd.FrontFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_EQUAL;
dsd.BackFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_DECAL]);
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthEnable = false;
dsd.StencilEnable = true;
dsd.DepthFunc = COMPARISON_GREATER;
dsd.StencilReadMask = 0xFF;
dsd.StencilWriteMask = 0x00;
dsd.FrontFace.StencilFunc = COMPARISON_EQUAL;
dsd.FrontFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = COMPARISON_EQUAL;
dsd.BackFace.StencilPassOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = STENCIL_OP_KEEP;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_STENCILREAD_MATCH]);
dsd.DepthEnable = true;
dsd.StencilEnable = false;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = COMPARISON_GREATER_EQUAL;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_DEPTHREAD]);
dsd.DepthEnable = false;
dsd.StencilEnable = false;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_XRAY]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = COMPARISON_EQUAL;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_DEPTHREADEQUAL]);
dsd.DepthEnable = true;
dsd.DepthWriteMask = DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = COMPARISON_GREATER;
GetDevice()->CreateDepthStencilState(&dsd, depthStencils[DSSTYPE_ENVMAP]);
for (int i = 0; i < BSTYPE_LAST; ++i)
{
blendStates[i] = new BlendState;
}
BlendStateDesc bd;
ZeroMemory(&bd, sizeof(bd));
bd.RenderTarget[0].BlendEnable = false;
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_MAX;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ZERO;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_OPAQUE]);
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_TRANSPARENT]);
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_ONE;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ZERO;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.IndependentBlendEnable = false,
bd.AlphaToCoverageEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_ADDITIVE]);
bd.RenderTarget[0].BlendEnable = false;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_DISABLE;
bd.IndependentBlendEnable = false,
bd.AlphaToCoverageEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_COLORWRITEDISABLE]);
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_ONE;
bd.RenderTarget[0].DestBlend = BLEND_ONE;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN | COLOR_WRITE_ENABLE_BLUE; // alpha is not written by deferred lights!
bd.IndependentBlendEnable = false,
bd.AlphaToCoverageEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_DEFERREDLIGHT]);
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].SrcBlend = BLEND_ONE;
bd.RenderTarget[0].DestBlend = BLEND_ONE;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.IndependentBlendEnable = false,
bd.AlphaToCoverageEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_ENVIRONMENTALLIGHT]);
bd.RenderTarget[0].SrcBlend = BLEND_INV_SRC_COLOR;
bd.RenderTarget[0].DestBlend = BLEND_INV_DEST_COLOR;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_INVERSE]);
bd.RenderTarget[0].SrcBlend = BLEND_SRC_ALPHA;
bd.RenderTarget[0].DestBlend = BLEND_INV_SRC_ALPHA;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN | COLOR_WRITE_ENABLE_BLUE;
bd.RenderTarget[1] = bd.RenderTarget[0];
bd.RenderTarget[1].RenderTargetWriteMask = COLOR_WRITE_ENABLE_RED | COLOR_WRITE_ENABLE_GREEN;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = true;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_DECAL]);
bd.RenderTarget[0].SrcBlend = BLEND_DEST_COLOR;
bd.RenderTarget[0].DestBlend = BLEND_ZERO;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_DEST_ALPHA;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ZERO;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_MULTIPLY]);
bd.RenderTarget[0].SrcBlend = BLEND_DEST_COLOR;
bd.RenderTarget[0].DestBlend = BLEND_ZERO;
bd.RenderTarget[0].BlendOp = BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = BLEND_OP_ADD;
bd.RenderTarget[0].BlendEnable = true;
bd.RenderTarget[0].RenderTargetWriteMask = COLOR_WRITE_ENABLE_ALL;
bd.AlphaToCoverageEnable = false;
bd.IndependentBlendEnable = false;
GetDevice()->CreateBlendState(&bd, blendStates[BSTYPE_TRANSPARENTSHADOWMAP]);
}
void UpdatePerFrameData(float dt)
{
Scene& scene = GetScene();
scene.Update(dt * GetGameSpeed());
// Update Voxelization parameters:
if (scene.objects.GetCount() > 0)
{
// We don't update it if the scene is empty, this even makes it easier to debug
const float f = 0.05f / voxelSceneData.voxelsize;
XMFLOAT3 center = XMFLOAT3(floorf(GetCamera().Eye.x * f) / f, floorf(GetCamera().Eye.y * f) / f, floorf(GetCamera().Eye.z * f) / f);
if (wiMath::DistanceSquared(center, voxelSceneData.center) > 0)
{
voxelSceneData.centerChangedThisFrame = true;
}
else
{
voxelSceneData.centerChangedThisFrame = false;
}
voxelSceneData.center = center;
voxelSceneData.extents = XMFLOAT3(voxelSceneData.res * voxelSceneData.voxelsize, voxelSceneData.res * voxelSceneData.voxelsize, voxelSceneData.res * voxelSceneData.voxelsize);
}
// Perform culling and obtain closest reflector:
requestReflectionRendering = false;
wiProfiler::GetInstance().BeginRange("Frustum Culling", wiProfiler::DOMAIN_CPU);
{
for (auto& x : frameCullings)
{
const CameraComponent* camera = x.first;
FrameCulling& culling = x.second;
culling.Clear();
if (!freezeCullingCamera)
{
culling.frustum = camera->frustum;
}
// Cull objects for each camera:
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (culling.frustum.CheckBox(aabb))
{
culling.culledObjects.push_back((uint32_t)i);
// Main camera can request reflection rendering:
if (camera == &GetCamera())
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRequestPlanarReflection())
{
requestReflectionRendering = true;
}
}
}
}
// the following cullings will be only for the main camera:
if (camera == &GetCamera())
{
// Cull decals:
for (size_t i = 0; i < scene.aabb_decals.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_decals[i];
if (culling.frustum.CheckBox(aabb))
{
culling.culledDecals.push_back((uint32_t)i);
}
}
// Cull probes:
for (size_t i = 0; i < scene.aabb_probes.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_probes[i];
if (culling.frustum.CheckBox(aabb))
{
culling.culledEnvProbes.push_back((uint32_t)i);
}
}
// Cull lights:
for (size_t i = 0; i < scene.aabb_lights.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_lights[i];
if (culling.frustum.CheckBox(aabb))
{
culling.culledLights.push_back((uint32_t)i);
}
}
int i = 0;
int shadowCounter_2D = 0;
int shadowCounter_Cube = 0;
for (uint32_t lightIndex : culling.culledLights)
{
LightComponent& light = scene.lights[lightIndex];
light.entityArray_index = i;
// Link shadowmaps to lights till there are free slots
light.shadowMap_index = -1;
if (light.IsCastingShadow())
{
switch (light.GetType())
{
case LightComponent::DIRECTIONAL:
if ((shadowCounter_2D + 2) < SHADOWCOUNT_2D)
{
light.shadowMap_index = shadowCounter_2D;
shadowCounter_2D += 3;
}
break;
case LightComponent::SPOT:
if (shadowCounter_2D < SHADOWCOUNT_2D)
{
light.shadowMap_index = shadowCounter_2D;
shadowCounter_2D++;
}
break;
case LightComponent::POINT:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
if (shadowCounter_Cube < SHADOWCOUNT_CUBE)
{
light.shadowMap_index = shadowCounter_Cube;
shadowCounter_Cube++;
}
break;
default:
break;
}
}
i++;
}
}
}
}
wiProfiler::GetInstance().EndRange(); // Frustum Culling
// Ocean will override any current reflectors
waterPlane = scene.waterPlane;
if (ocean != nullptr)
{
requestReflectionRendering = true;
XMVECTOR _refPlane = XMPlaneFromPointNormal(XMVectorSet(0, scene.weather.oceanParameters.waterHeight, 0, 0), XMVectorSet(0, 1, 0, 0));
XMStoreFloat4(&waterPlane, _refPlane);
}
if (GetTemporalAAEnabled())
{
const XMFLOAT4& halton = wiMath::GetHaltonSequence(GetDevice()->GetFrameCount() % 256);
static float jitter = 1.0f;
temporalAAJitterPrev = temporalAAJitter;
temporalAAJitter.x = jitter * (halton.x * 2 - 1) / (float)GetInternalResolution().x;
temporalAAJitter.y = jitter * (halton.y * 2 - 1) / (float)GetInternalResolution().y;
GetCamera().Projection.m[2][0] = temporalAAJitter.x;
GetCamera().Projection.m[2][1] = temporalAAJitter.y;
}
else
{
temporalAAJitter = XMFLOAT2(0, 0);
temporalAAJitterPrev = XMFLOAT2(0, 0);
}
GetCamera().UpdateCamera();
GetRefCamera() = GetCamera();
GetRefCamera().Reflect(waterPlane);
for (auto& x : waterRipples)
{
x->Update(dt * 60 * GetGameSpeed());
}
renderTime_Prev = renderTime;
renderTime += dt * GetGameSpeed();
deltaTime = dt;
}
void UpdateRenderData(GRAPHICSTHREAD threadID)
{
GraphicsDevice* device = GetDevice();
Scene& scene = GetScene();
// Process deferred MIP generation:
deferredMIPGenLock.lock();
for (auto& it : deferredMIPGens)
{
GenerateMipChain(it, MIPGENFILTER_LINEAR, threadID);
}
deferredMIPGens.clear();
deferredMIPGenLock.unlock();
// Update material constant buffers:
MaterialCB materialGPUData;
for (size_t i = 0; i < scene.materials.GetCount(); ++i)
{
MaterialComponent& material = scene.materials[i];
if (material.IsDirty())
{
material.SetDirty(false);
materialGPUData.g_xMat_baseColor = material.baseColor;
materialGPUData.g_xMat_texMulAdd = material.texMulAdd;
materialGPUData.g_xMat_roughness = material.roughness;
materialGPUData.g_xMat_reflectance = material.reflectance;
materialGPUData.g_xMat_metalness = material.metalness;
materialGPUData.g_xMat_emissive = material.emissive;
materialGPUData.g_xMat_refractionIndex = material.refractionIndex;
materialGPUData.g_xMat_subsurfaceScattering = material.subsurfaceScattering;
materialGPUData.g_xMat_normalMapStrength = (material.normalMap == nullptr ? 0 : material.normalMapStrength);
materialGPUData.g_xMat_parallaxOcclusionMapping = material.parallaxOcclusionMapping;
if (material.constantBuffer == nullptr)
{
GPUBufferDesc desc;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_CONSTANT_BUFFER;
desc.ByteWidth = sizeof(MaterialCB);
SubresourceData InitData;
InitData.pSysMem = &materialGPUData;
material.constantBuffer.reset(new GPUBuffer);
device->CreateBuffer(&desc, &InitData, material.constantBuffer.get());
}
else
{
device->UpdateBuffer(material.constantBuffer.get(), &materialGPUData, threadID);
}
}
}
const FrameCulling& mainCameraCulling = frameCullings[&GetCamera()];
// Fill Light Array with lights + envprobes + decals in the frustum:
{
ShaderEntityType* entityArray = (ShaderEntityType*)frameAllocators[threadID].allocate(sizeof(ShaderEntityType)*MAX_SHADER_ENTITY_COUNT);
XMMATRIX* matrixArray = (XMMATRIX*)frameAllocators[threadID].allocate(sizeof(XMMATRIX)*MATRIXARRAY_COUNT);
const XMMATRIX viewMatrix = GetCamera().GetView();
UINT entityCounter = 0;
UINT matrixCounter = 0;
entityArrayOffset_Lights = 0;
entityArrayCount_Lights = 0;
entityArrayOffset_Decals = 0;
entityArrayCount_Decals = 0;
entityArrayOffset_ForceFields = 0;
entityArrayCount_ForceFields = 0;
entityArrayOffset_EnvProbes = 0;
entityArrayCount_EnvProbes = 0;
entityArrayOffset_Lights = entityCounter;
for (uint32_t lightIndex : mainCameraCulling.culledLights)
{
if (entityCounter == MAX_SHADER_ENTITY_COUNT)
{
assert(0); // too many entities!
entityCounter--;
break;
}
const LightComponent& light = scene.lights[lightIndex];
const int shadowIndex = light.shadowMap_index;
entityArray[entityCounter].type = light.GetType();
entityArray[entityCounter].positionWS = light.position;
XMStoreFloat3(&entityArray[entityCounter].positionVS, XMVector3TransformCoord(XMLoadFloat3(&entityArray[entityCounter].positionWS), viewMatrix));
entityArray[entityCounter].range = light.range;
entityArray[entityCounter].color = wiMath::CompressColor(light.color);
entityArray[entityCounter].energy = light.energy;
entityArray[entityCounter].shadowBias = light.shadowBias;
entityArray[entityCounter].additionalData_index = shadowIndex;
switch (light.GetType())
{
case LightComponent::DIRECTIONAL:
{
entityArray[entityCounter].directionWS = light.direction;
entityArray[entityCounter].shadowKernel = 1.0f / SHADOWRES_2D;
if (light.IsCastingShadow() && shadowIndex >= 0)
{
SHCAM shcams[3];
CreateDirLightShadowCams(light, GetCamera(), shcams);
matrixArray[shadowIndex + 0] = shcams[0].getVP();
matrixArray[shadowIndex + 1] = shcams[1].getVP();
matrixArray[shadowIndex + 2] = shcams[2].getVP();
matrixCounter = max(matrixCounter, (UINT)shadowIndex + 3);
}
}
break;
case LightComponent::SPOT:
{
entityArray[entityCounter].coneAngleCos = cosf(light.fov * 0.5f);
entityArray[entityCounter].directionWS = light.direction;
XMStoreFloat3(&entityArray[entityCounter].directionVS, XMVector3TransformNormal(XMLoadFloat3(&entityArray[entityCounter].directionWS), viewMatrix));
entityArray[entityCounter].shadowKernel = 1.0f / SHADOWRES_2D;
if (light.IsCastingShadow() && shadowIndex >= 0)
{
SHCAM shcam;
CreateSpotLightShadowCam(light, shcam);
matrixArray[shadowIndex + 0] = shcam.getVP();
matrixCounter = max(matrixCounter, (UINT)shadowIndex + 1);
}
}
break;
case LightComponent::POINT:
{
entityArray[entityCounter].shadowKernel = 1.0f / SHADOWRES_CUBE;
}
break;
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
// Note: area lights are facing back by default
entityArray[entityCounter].directionWS = light.right;
entityArray[entityCounter].directionVS = light.direction;
entityArray[entityCounter].positionVS = light.front;
entityArray[entityCounter].texMulAdd = XMFLOAT4(light.radius, light.width, light.height, 0);
}
break;
}
entityCounter++;
}
entityArrayCount_Lights = entityCounter - entityArrayOffset_Lights;
entityArrayOffset_EnvProbes = entityCounter;
for (uint32_t probeIndex : mainCameraCulling.culledEnvProbes)
{
if (entityCounter == MAX_SHADER_ENTITY_COUNT)
{
assert(0); // too many entities!
entityCounter--;
break;
}
if (matrixCounter >= MATRIXARRAY_COUNT)
{
assert(0); // too many probes, can't upload the rest to matrixarray!
matrixCounter--;
break;
}
EnvironmentProbeComponent& probe = scene.probes[probeIndex];
if (probe.textureIndex < 0)
{
continue;
}
entityArray[entityCounter].type = ENTITY_TYPE_ENVMAP;
entityArray[entityCounter].positionWS = probe.position;
XMStoreFloat3(&entityArray[entityCounter].positionVS, XMVector3TransformCoord(XMLoadFloat3(&probe.position), viewMatrix));
entityArray[entityCounter].range = probe.range;
entityArray[entityCounter].shadowBias = (float)probe.textureIndex;
entityArray[entityCounter].additionalData_index = matrixCounter;
matrixArray[matrixCounter] = XMMatrixTranspose(XMLoadFloat4x4(&probe.inverseMatrix));
matrixCounter++;
entityCounter++;
}
entityArrayCount_EnvProbes = entityCounter - entityArrayOffset_EnvProbes;
entityArrayOffset_Decals = entityCounter;
for (uint32_t decalIndex : mainCameraCulling.culledDecals)
{
if (entityCounter == MAX_SHADER_ENTITY_COUNT)
{
assert(0); // too many entities!
entityCounter--;
break;
}
if (matrixCounter >= MATRIXARRAY_COUNT)
{
assert(0); // too many decals, can't upload the rest to matrixarray!
matrixCounter--;
break;
}
const DecalComponent& decal = scene.decals[decalIndex];
entityArray[entityCounter].type = ENTITY_TYPE_DECAL;
entityArray[entityCounter].positionWS = decal.position;
XMStoreFloat3(&entityArray[entityCounter].positionVS, XMVector3TransformCoord(XMLoadFloat3(&decal.position), viewMatrix));
entityArray[entityCounter].range = decal.range;
entityArray[entityCounter].texMulAdd = decal.atlasMulAdd;
entityArray[entityCounter].color = wiMath::CompressColor(XMFLOAT4(decal.color.x, decal.color.y, decal.color.z, decal.GetOpacity()));
entityArray[entityCounter].energy = decal.emissive;
entityArray[entityCounter].additionalData_index = matrixCounter;
matrixArray[matrixCounter] = XMMatrixTranspose(XMMatrixInverse(nullptr, XMLoadFloat4x4(&decal.world)));
matrixCounter++;
entityCounter++;
}
entityArrayCount_Decals = entityCounter - entityArrayOffset_Decals;
entityArrayOffset_ForceFields = entityCounter;
for (size_t i = 0; i < scene.forces.GetCount(); ++i)
{
if (entityCounter == MAX_SHADER_ENTITY_COUNT)
{
assert(0); // too many entities!
entityCounter--;
break;
}
const ForceFieldComponent& force = scene.forces[i];
entityArray[entityCounter].type = force.type;
entityArray[entityCounter].positionWS = force.position;
entityArray[entityCounter].energy = force.gravity;
entityArray[entityCounter].range = 1.0f / max(0.0001f, force.range); // avoid division in shader
entityArray[entityCounter].coneAngleCos = force.range; // this will be the real range in the less common shaders...
// The default planar force field is facing upwards, and thus the pull direction is downwards:
entityArray[entityCounter].directionWS = force.direction;
entityCounter++;
}
entityArrayCount_ForceFields = entityCounter - entityArrayOffset_ForceFields;
device->UpdateBuffer(resourceBuffers[RBTYPE_ENTITYARRAY], entityArray, threadID, sizeof(ShaderEntityType)*entityCounter);
device->UpdateBuffer(resourceBuffers[RBTYPE_MATRIXARRAY], matrixArray, threadID, sizeof(XMMATRIX)*matrixCounter);
frameAllocators[threadID].free(sizeof(ShaderEntityType)*MAX_SHADER_ENTITY_COUNT);
frameAllocators[threadID].free(sizeof(XMMATRIX)*MATRIXARRAY_COUNT);
GPUResource* resources[] = {
resourceBuffers[RBTYPE_ENTITYARRAY],
resourceBuffers[RBTYPE_MATRIXARRAY],
};
device->BindResources(VS, resources, SBSLOT_ENTITYARRAY, ARRAYSIZE(resources), threadID);
device->BindResources(PS, resources, SBSLOT_ENTITYARRAY, ARRAYSIZE(resources), threadID);
device->BindResources(CS, resources, SBSLOT_ENTITYARRAY, ARRAYSIZE(resources), threadID);
}
UpdateFrameCB(threadID);
BindPersistentState(threadID);
GetPrevCamera() = GetCamera();
ManageDecalAtlas(threadID);
wiProfiler::GetInstance().BeginRange("Skinning", wiProfiler::DOMAIN_GPU, threadID);
device->EventBegin("Skinning", threadID);
{
bool streamOutSetUp = false;
CSTYPES lastCS = CSTYPE_SKINNING_LDS;
for (size_t i = 0; i < scene.meshes.GetCount(); ++i)
{
MeshComponent& mesh = scene.meshes[i];
if (mesh.IsSkinned() && scene.armatures.Contains(mesh.armatureID))
{
ArmatureComponent& armature = *scene.armatures.GetComponent(mesh.armatureID);
if (armature.boneBuffer == nullptr)
{
GPUBufferDesc bd;
bd.Usage = USAGE_DYNAMIC;
bd.CPUAccessFlags = CPU_ACCESS_WRITE;
bd.ByteWidth = sizeof(ArmatureComponent::ShaderBoneType) * (UINT)armature.boneCollection.size();
bd.BindFlags = BIND_SHADER_RESOURCE;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
bd.StructureByteStride = sizeof(ArmatureComponent::ShaderBoneType);
armature.boneBuffer.reset(new GPUBuffer);
HRESULT hr = device->CreateBuffer(&bd, nullptr, armature.boneBuffer.get());
assert(SUCCEEDED(hr));
}
if (!streamOutSetUp)
{
// Set up skinning shader
streamOutSetUp = true;
GPUBuffer* vbs[] = {
nullptr,nullptr,nullptr,nullptr,nullptr,nullptr,nullptr,nullptr
};
const UINT strides[] = {
0,0,0,0,0,0,0,0
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, nullptr, threadID);
device->BindComputePSO(CPSO[CSTYPE_SKINNING_LDS], threadID);
}
CSTYPES targetCS = CSTYPE_SKINNING_LDS;
if (!GetLDSSkinningEnabled() || armature.boneData.size() > SKINNING_COMPUTE_THREADCOUNT)
{
// If we have more bones that can fit into LDS, we switch to a skinning shader which loads from device memory:
targetCS = CSTYPE_SKINNING;
}
if (targetCS != lastCS)
{
lastCS = targetCS;
device->BindComputePSO(CPSO[targetCS], threadID);
}
// Upload bones for skinning to shader
device->UpdateBuffer(armature.boneBuffer.get(), armature.boneData.data(), threadID, (int)(sizeof(ArmatureComponent::ShaderBoneType) * armature.boneData.size()));
device->BindResource(CS, armature.boneBuffer.get(), SKINNINGSLOT_IN_BONEBUFFER, threadID);
// Do the skinning
GPUResource* vbs[] = {
mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_BON.get(),
};
GPUResource* sos[] = {
mesh.streamoutBuffer_POS.get(),
mesh.streamoutBuffer_PRE.get(),
};
device->BindResources(CS, vbs, SKINNINGSLOT_IN_VERTEX_POS, ARRAYSIZE(vbs), threadID);
device->BindUAVs(CS, sos, 0, ARRAYSIZE(sos), threadID);
device->Dispatch((UINT)ceilf((float)mesh.vertex_positions.size() / SKINNING_COMPUTE_THREADCOUNT), 1, 1, threadID);
device->UAVBarrier(sos, ARRAYSIZE(sos), threadID); // todo: defer, to gain from async compute
}
}
if (streamOutSetUp)
{
device->UnbindUAVs(0, 2, threadID);
device->UnbindResources(SKINNINGSLOT_IN_VERTEX_POS, 2, threadID);
}
}
device->EventEnd(threadID);
wiProfiler::GetInstance().EndRange(threadID); // skinning
// GPU Particle systems simulation/sorting/culling:
for (size_t i = 0; i < scene.emitters.GetCount(); ++i)
{
wiEmittedParticle& emitter = scene.emitters[i];
Entity entity = scene.emitters.GetEntity(i);
const TransformComponent& transform = *scene.transforms.GetComponent(entity);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
const MeshComponent* mesh = scene.meshes.GetComponent(emitter.meshID);
emitter.UpdateRenderData(transform, material, mesh, threadID);
}
// Hair particle systems simulation:
for (size_t i = 0; i < scene.hairs.GetCount(); ++i)
{
wiHairParticle& hair = scene.hairs[i];
if (hair.meshID != INVALID_ENTITY && GetCamera().frustum.CheckBox(hair.aabb))
{
const MeshComponent* mesh = scene.meshes.GetComponent(hair.meshID);
if (mesh != nullptr)
{
Entity entity = scene.hairs.GetEntity(i);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
hair.UpdateRenderData(*mesh, material, threadID);
}
}
}
// Compute water simulation:
if (ocean != nullptr)
{
ocean->UpdateDisplacementMap(scene.weather, renderTime, threadID);
}
// Generate cloud layer:
if(enviroMap == nullptr && scene.weather.cloudiness > 0) // generate only when sky is dynamic
{
if (textures[TEXTYPE_2D_CLOUDS] == nullptr)
{
TextureDesc desc;
desc.ArraySize = 1;
desc.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.Height = 128;
desc.Width = 128;
desc.MipLevels = 1;
desc.MiscFlags = 0;
desc.Usage = USAGE_DEFAULT;
device->CreateTexture2D(&desc, nullptr, (Texture2D**)&textures[TEXTYPE_2D_CLOUDS]);
}
float cloudPhase = renderTime * scene.weather.cloudSpeed;
GenerateClouds((Texture2D*)textures[TEXTYPE_2D_CLOUDS], 5, cloudPhase, GRAPHICSTHREAD_IMMEDIATE);
}
RefreshEnvProbes(threadID);
RefreshImpostors(threadID);
}
void OcclusionCulling_Render(GRAPHICSTHREAD threadID)
{
if (!GetOcclusionCullingEnabled() || GetFreezeCullingCameraEnabled())
{
return;
}
const FrameCulling& culling = frameCullings[&GetCamera()];
wiProfiler::GetInstance().BeginRange("Occlusion Culling Render", wiProfiler::DOMAIN_GPU, threadID);
int queryID = 0;
if (!culling.culledObjects.empty())
{
GetDevice()->EventBegin("Occlusion Culling Render", threadID);
GetDevice()->BindGraphicsPSO(PSO_occlusionquery, threadID);
Scene& scene = GetScene();
int queryID = 0;
MiscCB cb;
for (uint32_t instanceIndex : culling.culledObjects)
{
ObjectComponent& object = scene.objects[instanceIndex];
if (!object.IsRenderable())
{
continue;
}
if (queryID >= ARRAYSIZE(occlusionQueries))
{
object.occlusionQueryID = -1; // assign an invalid id from the pool
continue;
}
// If a query could be retrieved from the pool for the instance, the instance can be occluded, so render it
GPUQuery& query = occlusionQueries[queryID];
if (!query.IsValid())
{
continue;
}
const AABB& aabb = scene.aabb_objects[instanceIndex];
if (aabb.intersects(GetCamera().Eye))
{
// camera is inside the instance, mark it as visible in this frame:
object.occlusionHistory |= 1;
}
else
{
// only query for occlusion if the camera is outside the instance
object.occlusionQueryID = queryID; // just assign the id from the pool
queryID++;
// previous frame view*projection because these are drawn against the previous depth buffer:
XMStoreFloat4x4(&cb.g_xTransform, XMMatrixTranspose(aabb.getAsBoxMatrix()*GetPrevCamera().GetViewProjection())); // todo: obb
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MISC], &cb, threadID);
// render bounding box to later read the occlusion status
GetDevice()->QueryBegin(&query, threadID);
GetDevice()->Draw(14, 0, threadID);
GetDevice()->QueryEnd(&query, threadID);
}
}
GetDevice()->EventEnd(threadID);
}
wiProfiler::GetInstance().EndRange(threadID); // Occlusion Culling Render
}
void OcclusionCulling_Read()
{
if (!GetOcclusionCullingEnabled() || GetFreezeCullingCameraEnabled())
{
return;
}
wiProfiler::GetInstance().BeginRange("Occlusion Culling Read", wiProfiler::DOMAIN_CPU);
const FrameCulling& culling = frameCullings[&GetCamera()];
if (!culling.culledObjects.empty())
{
GetDevice()->EventBegin("Occlusion Culling Read", GRAPHICSTHREAD_IMMEDIATE);
Scene& scene = GetScene();
for (uint32_t instanceIndex : culling.culledObjects)
{
ObjectComponent& object = scene.objects[instanceIndex];
if (!object.IsRenderable())
{
continue;
}
object.occlusionHistory <<= 1; // advance history by 1 frame
if (object.occlusionQueryID < 0)
{
object.occlusionHistory |= 1; // mark this frame as visible
continue;
}
GPUQuery& query = occlusionQueries[object.occlusionQueryID];
if (!query.IsValid())
{
object.occlusionHistory |= 1; // mark this frame as visible
continue;
}
while (!GetDevice()->QueryRead(&query, GRAPHICSTHREAD_IMMEDIATE)) {}
if (query.result_passed == TRUE)
{
object.occlusionHistory |= 1; // mark this frame as visible
}
else
{
// leave this frame as occluded
}
}
GetDevice()->EventEnd(GRAPHICSTHREAD_IMMEDIATE);
}
wiProfiler::GetInstance().EndRange(); // Occlusion Culling Read
}
void EndFrame()
{
OcclusionCulling_Read();
wiFrameRate::Frame();
for (int i = 0; i < GRAPHICSTHREAD_COUNT; ++i)
{
frameAllocators[i].reset();
}
}
void PutWaterRipple(const std::string& image, const XMFLOAT3& pos)
{
wiSprite* img=new wiSprite("","",image);
img->anim.fad=0.01f;
img->anim.scaleX=0.2f;
img->anim.scaleY=0.2f;
img->effects.pos=pos;
img->effects.rotation=(wiRandom::getRandom(0,1000)*0.001f)*2*3.1415f;
img->effects.siz=XMFLOAT2(1,1);
img->effects.typeFlag=WORLD;
img->effects.quality=QUALITY_ANISOTROPIC;
img->effects.pivot = XMFLOAT2(0.5f, 0.5f);
img->effects.lookAt=waterPlane;
img->effects.lookAt.w=1;
waterRipples.push_back(img);
}
void ManageWaterRipples(){
while(
!waterRipples.empty() &&
(waterRipples.front()->effects.opacity <= 0 + FLT_EPSILON || waterRipples.front()->effects.fade==1)
)
waterRipples.pop_front();
}
void DrawWaterRipples(GRAPHICSTHREAD threadID)
{
GetDevice()->EventBegin("Water Ripples", threadID);
for(wiSprite* i:waterRipples){
i->DrawNormal(threadID);
}
GetDevice()->EventEnd(threadID);
}
void DrawSoftParticles(const CameraComponent& camera, bool distortion, GRAPHICSTHREAD threadID)
{
Scene& scene = GetScene();
size_t emitterCount = scene.emitters.GetCount();
// Sort emitters based on distance:
assert(emitterCount < 0x0000FFFF); // watch out for sorting hash truncation!
uint32_t* emitterSortingHashes = (uint32_t*)frameAllocators[threadID].allocate(sizeof(uint32_t) * emitterCount);
for (size_t i = 0; i < emitterCount; ++i)
{
wiEmittedParticle& emitter = scene.emitters[i];
float distance = wiMath::DistanceEstimated(emitter.center, camera.Eye);
emitterSortingHashes[i] = 0;
emitterSortingHashes[i] |= (uint32_t)i & 0x0000FFFF;
emitterSortingHashes[i] |= ((uint32_t)(distance * 10) & 0x0000FFFF) << 16;
}
std::sort(emitterSortingHashes, emitterSortingHashes + emitterCount, std::greater<uint32_t>());
for (size_t i = 0; i < emitterCount; ++i)
{
uint32_t emitterIndex = emitterSortingHashes[i] & 0x0000FFFF;
wiEmittedParticle& emitter = scene.emitters[emitterIndex];
Entity entity = scene.emitters.GetEntity(emitterIndex);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
if (distortion && emitter.shaderType == wiEmittedParticle::SOFT_DISTORTION)
{
emitter.Draw(camera, material, threadID);
}
else if (!distortion && (emitter.shaderType == wiEmittedParticle::SOFT || emitter.shaderType == wiEmittedParticle::SIMPLEST || IsWireRender()))
{
emitter.Draw(camera, material, threadID);
}
}
frameAllocators[threadID].free(sizeof(uint32_t) * emitterCount);
}
void DrawLights(const CameraComponent& camera, GRAPHICSTHREAD threadID)
{
const FrameCulling& culling = frameCullings[&camera];
Scene& scene = GetScene();
GetDevice()->EventBegin("Light Render", threadID);
wiProfiler::GetInstance().BeginRange("Light Render", wiProfiler::DOMAIN_GPU, threadID);
// Environmental light (envmap + voxelGI) is always drawn
{
GetDevice()->BindGraphicsPSO(PSO_enviromentallight, threadID);
GetDevice()->Draw(3, 0, threadID); // full screen triangle
}
for (int type = 0; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
GetDevice()->BindGraphicsPSO(PSO_deferredlight[type], threadID);
for (uint32_t lightIndex : culling.culledLights)
{
const LightComponent& light = scene.lights[lightIndex];
if (light.GetType() != type)
continue;
switch (type)
{
case LightComponent::DIRECTIONAL:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
MiscCB miscCb;
miscCb.g_xColor.x = (float)light.entityArray_index;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MISC], &miscCb, threadID);
GetDevice()->Draw(3, 0, threadID); // full screen triangle
}
break;
case LightComponent::POINT:
{
MiscCB miscCb;
miscCb.g_xColor.x = (float)light.entityArray_index;
float sca = light.range + 1;
XMStoreFloat4x4(&miscCb.g_xTransform, XMMatrixTranspose(XMMatrixScaling(sca, sca, sca)*XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)) * camera.GetViewProjection()));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MISC], &miscCb, threadID);
GetDevice()->Draw(240, 0, threadID); // icosphere
}
break;
case LightComponent::SPOT:
{
MiscCB miscCb;
miscCb.g_xColor.x = (float)light.entityArray_index;
const float coneS = (const float)(light.fov / XM_PIDIV4);
XMStoreFloat4x4(&miscCb.g_xTransform, XMMatrixTranspose(
XMMatrixScaling(coneS*light.range, light.range, coneS*light.range)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)) *
camera.GetViewProjection()
));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MISC], &miscCb, threadID);
GetDevice()->Draw(192, 0, threadID); // cone
}
break;
}
}
}
wiProfiler::GetInstance().EndRange(threadID);
GetDevice()->EventEnd(threadID);
}
void DrawLightVisualizers(const CameraComponent& camera, GRAPHICSTHREAD threadID)
{
const FrameCulling& culling = frameCullings[&camera];
if (!culling.culledLights.empty())
{
Scene& scene = GetScene();
GetDevice()->EventBegin("Light Visualizer Render", threadID);
GetDevice()->BindConstantBuffer(PS, constantBuffers[CBTYPE_VOLUMELIGHT], CB_GETBINDSLOT(VolumeLightCB), threadID);
GetDevice()->BindConstantBuffer(VS, constantBuffers[CBTYPE_VOLUMELIGHT], CB_GETBINDSLOT(VolumeLightCB), threadID);
XMMATRIX camrot = XMLoadFloat3x3(&camera.rotationMatrix);
for (int type = LightComponent::POINT; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
GetDevice()->BindGraphicsPSO(PSO_lightvisualizer[type], threadID);
for (uint32_t lightIndex : culling.culledLights)
{
LightComponent& light = scene.lights[lightIndex];
if (light.GetType() == type && light.IsVisualizerEnabled())
{
VolumeLightCB lcb;
lcb.lightColor = XMFLOAT4(light.color.x, light.color.y, light.color.z, 1);
lcb.lightEnerdis = XMFLOAT4(light.energy, light.range, light.fov, light.energy);
if (type == LightComponent::POINT)
{
lcb.lightEnerdis.w = light.range*light.energy*0.01f; // scale
XMStoreFloat4x4(&lcb.lightWorld, XMMatrixTranspose(
XMMatrixScaling(lcb.lightEnerdis.w, lcb.lightEnerdis.w, lcb.lightEnerdis.w)*
camrot*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))
));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, threadID);
GetDevice()->Draw(108, 0, threadID); // circle
}
else if (type == LightComponent::SPOT)
{
float coneS = (float)(light.fov / 0.7853981852531433);
lcb.lightEnerdis.w = light.range*light.energy*0.03f; // scale
XMStoreFloat4x4(&lcb.lightWorld, XMMatrixTranspose(
XMMatrixScaling(coneS*lcb.lightEnerdis.w, lcb.lightEnerdis.w, coneS*lcb.lightEnerdis.w)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))
));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, threadID);
GetDevice()->Draw(192, 0, threadID); // cone
}
else if (type == LightComponent::SPHERE)
{
XMStoreFloat4x4(&lcb.lightWorld, XMMatrixTranspose(
XMMatrixScaling(light.radius, light.radius, light.radius)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))*
camera.GetViewProjection()
));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, threadID);
GetDevice()->Draw(2880, 0, threadID); // uv-sphere
}
else if (type == LightComponent::DISC)
{
XMStoreFloat4x4(&lcb.lightWorld, XMMatrixTranspose(
XMMatrixScaling(light.radius, light.radius, light.radius)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))*
camera.GetViewProjection()
));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, threadID);
GetDevice()->Draw(108, 0, threadID); // circle
}
else if (type == LightComponent::RECTANGLE)
{
XMStoreFloat4x4(&lcb.lightWorld, XMMatrixTranspose(
XMMatrixScaling(light.width * 0.5f, light.height * 0.5f, 0.5f)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))*
camera.GetViewProjection()
));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, threadID);
GetDevice()->Draw(6, 0, threadID); // quad
}
else if (type == LightComponent::TUBE)
{
XMStoreFloat4x4(&lcb.lightWorld, XMMatrixTranspose(
XMMatrixScaling(max(light.width * 0.5f, light.radius), light.radius, light.radius)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position))*
camera.GetViewProjection()
));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_VOLUMELIGHT], &lcb, threadID);
GetDevice()->Draw(384, 0, threadID); // cylinder
}
}
}
}
GetDevice()->EventEnd(threadID);
}
}
void DrawVolumeLights(const CameraComponent& camera, GRAPHICSTHREAD threadID)
{
const FrameCulling& culling = frameCullings[&camera];
if (!culling.culledLights.empty())
{
GetDevice()->EventBegin("Volumetric Light Render", threadID);
Scene& scene = GetScene();
for (int type = 0; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
GraphicsPSO* pso = PSO_volumetriclight[type];
if (pso == nullptr)
{
continue;
}
GetDevice()->BindGraphicsPSO(pso, threadID);
for (uint32_t lightIndex : culling.culledLights)
{
const LightComponent& light = scene.lights[lightIndex];
if (light.GetType() == type && light.IsVolumetricsEnabled())
{
switch (type)
{
case LightComponent::DIRECTIONAL:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
MiscCB miscCb;
miscCb.g_xColor.x = (float)light.entityArray_index;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MISC], &miscCb, threadID);
GetDevice()->Draw(3, 0, threadID); // full screen triangle
}
break;
case LightComponent::POINT:
{
MiscCB miscCb;
miscCb.g_xColor.x = (float)light.entityArray_index;
float sca = light.range + 1;
XMStoreFloat4x4(&miscCb.g_xTransform, XMMatrixTranspose(XMMatrixScaling(sca, sca, sca)*XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)) * camera.GetViewProjection()));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MISC], &miscCb, threadID);
GetDevice()->Draw(240, 0, threadID); // icosphere
}
break;
case LightComponent::SPOT:
{
MiscCB miscCb;
miscCb.g_xColor.x = (float)light.entityArray_index;
const float coneS = (const float)(light.fov / XM_PIDIV4);
XMStoreFloat4x4(&miscCb.g_xTransform, XMMatrixTranspose(
XMMatrixScaling(coneS*light.range, light.range, coneS*light.range)*
XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation))*
XMMatrixTranslationFromVector(XMLoadFloat3(&light.position)) *
camera.GetViewProjection()
));
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MISC], &miscCb, threadID);
GetDevice()->Draw(192, 0, threadID); // cone
}
break;
}
}
}
}
GetDevice()->EventEnd(threadID);
}
}
void DrawLensFlares(GRAPHICSTHREAD threadID)
{
const CameraComponent& camera = GetCamera();
const FrameCulling& culling = frameCullings[&camera];
Scene& scene = GetScene();
for(uint32_t lightIndex : culling.culledLights)
{
const LightComponent& light = scene.lights[lightIndex];
if(!light.lensFlareRimTextures.empty())
{
XMVECTOR POS;
if(light.GetType() ==LightComponent::POINT || light.GetType() ==LightComponent::SPOT)
{
POS = XMLoadFloat3(&light.position);
}
else{
POS = XMVector3Normalize(
-XMVector3Transform(XMVectorSet(0, -1, 0, 1), XMMatrixRotationQuaternion(XMLoadFloat4(&light.rotation)))
) * 100000;
}
XMVECTOR flarePos = XMVector3Project(POS,0.f,0.f,(float)GetInternalResolution().x,(float)GetInternalResolution().y,0.0f,1.0f, camera.GetRealProjection(), camera.GetView(),XMMatrixIdentity());
if( XMVectorGetX(XMVector3Dot( XMVectorSubtract(POS, camera.GetEye()), camera.GetAt() ))>0 )
wiLensFlare::Draw(threadID,flarePos,light.lensFlareRimTextures);
}
}
}
void SetShadowProps2D(int resolution, int count, int softShadowQuality)
{
if (resolution >= 0)
{
SHADOWRES_2D = resolution;
}
if (count >= 0)
{
SHADOWCOUNT_2D = count;
}
if (softShadowQuality >= 0)
{
SOFTSHADOWQUALITY_2D = softShadowQuality;
}
if (SHADOWCOUNT_2D > 0)
{
SAFE_DELETE(shadowMapArray_2D);
shadowMapArray_2D = new Texture2D;
shadowMapArray_2D->RequestIndependentRenderTargetArraySlices(true);
SAFE_DELETE(shadowMapArray_Transparent);
shadowMapArray_Transparent = new Texture2D;
shadowMapArray_Transparent->RequestIndependentRenderTargetArraySlices(true);
TextureDesc desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = SHADOWRES_2D;
desc.Height = SHADOWRES_2D;
desc.MipLevels = 1;
desc.ArraySize = SHADOWCOUNT_2D;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.BindFlags = BIND_DEPTH_STENCIL | BIND_SHADER_RESOURCE;
desc.Format = DSFormat_small_alias;
GetDevice()->CreateTexture2D(&desc, nullptr, &shadowMapArray_2D);
desc.BindFlags = BIND_RENDER_TARGET | BIND_SHADER_RESOURCE;
desc.Format = RTFormat_ldr;
GetDevice()->CreateTexture2D(&desc, nullptr, &shadowMapArray_Transparent);
}
}
void SetShadowPropsCube(int resolution, int count)
{
if (resolution >= 0)
{
SHADOWRES_CUBE = resolution;
}
if (count >= 0)
{
SHADOWCOUNT_CUBE = count;
}
if (SHADOWCOUNT_CUBE > 0)
{
SAFE_DELETE(shadowMapArray_Cube);
shadowMapArray_Cube = new Texture2D;
shadowMapArray_Cube->RequestIndependentRenderTargetArraySlices(true);
shadowMapArray_Cube->RequestIndependentRenderTargetCubemapFaces(false);
TextureDesc desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = SHADOWRES_CUBE;
desc.Height = SHADOWRES_CUBE;
desc.MipLevels = 1;
desc.ArraySize = 6 * SHADOWCOUNT_CUBE;
desc.Format = DSFormat_small_alias;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_DEPTH_STENCIL | BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = RESOURCE_MISC_TEXTURECUBE;
GetDevice()->CreateTexture2D(&desc, nullptr, &shadowMapArray_Cube);
}
}
void DrawForShadowMap(const CameraComponent& camera, GRAPHICSTHREAD threadID, uint32_t layerMask)
{
if (IsWireRender())
return;
const FrameCulling& culling = frameCullings[&GetCamera()];
if (!culling.culledLights.empty())
{
GetDevice()->EventBegin("ShadowMap Render", threadID);
wiProfiler::GetInstance().BeginRange("Shadow Rendering", wiProfiler::DOMAIN_GPU, threadID);
const bool all_layers = layerMask == 0xFFFFFFFF;
ViewPort vp;
// RGB: Shadow tint (multiplicative), A: Refraction caustics(additive)
const float transparentShadowClearColor[] = { 1,1,1,0 };
Scene& scene = GetScene();
GetDevice()->UnbindResources(TEXSLOT_SHADOWARRAY_2D, 2, threadID);
int shadowCounter_2D = 0;
int shadowCounter_Cube = 0;
for (int type = 0; type < LightComponent::LIGHTTYPE_COUNT; ++type)
{
switch (type)
{
case LightComponent::DIRECTIONAL:
case LightComponent::SPOT:
{
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float)SHADOWRES_2D;
vp.Height = (float)SHADOWRES_2D;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
GetDevice()->BindViewports(1, &vp, threadID);
break;
}
break;
case LightComponent::POINT:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float)SHADOWRES_CUBE;
vp.Height = (float)SHADOWRES_CUBE;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
GetDevice()->BindViewports(1, &vp, threadID);
GetDevice()->BindConstantBuffer(GS, constantBuffers[CBTYPE_CUBEMAPRENDER], CB_GETBINDSLOT(CubemapRenderCB), threadID);
break;
}
break;
default:
break;
}
for (uint32_t lightIndex : culling.culledLights)
{
const LightComponent& light = scene.lights[lightIndex];
if (light.GetType() != type || !light.IsCastingShadow())
{
continue;
}
switch (type)
{
case LightComponent::DIRECTIONAL:
{
if ((shadowCounter_2D + 2) >= SHADOWCOUNT_2D || light.shadowMap_index < 0)
break;
shadowCounter_2D += 3; // shadow indices are already complete so a shadow slot is consumed here even if no rendering actually happens!
SHCAM shcams[3];
CreateDirLightShadowCams(light, camera, shcams);
for (uint32_t cascade = 0; cascade < 3; ++cascade)
{
const float siz = shcams[cascade].size * 0.5f;
const float f = shcams[cascade].farplane * 0.5f;
AABB boundingbox;
boundingbox.createFromHalfWidth(XMFLOAT3(0, 0, 0), XMFLOAT3(siz, siz, f));
RenderQueue renderQueue;
bool transparentShadowsRequested = false;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (boundingbox.get(XMMatrixInverse(0, XMLoadFloat4x4(&shcams[cascade].View))).intersects(aabb))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable() && cascade >= object.cascadeMask && object.IsCastingShadow())
{
if (!all_layers)
{
Entity cullable_entity = scene.aabb_objects.GetEntity(i);
const LayerComponent& layer = *scene.layers.GetComponent(cullable_entity);
if (!(layerMask & layer.GetLayerMask()))
{
continue;
}
}
RenderBatch* batch = (RenderBatch*)frameAllocators[threadID].allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
if (object.GetRenderTypes() & RENDERTYPE_TRANSPARENT || object.GetRenderTypes() & RENDERTYPE_WATER)
{
transparentShadowsRequested = true;
}
}
}
}
if (!renderQueue.empty())
{
CameraCB cb;
XMStoreFloat4x4(&cb.g_xCamera_VP, shcams[cascade].getVP());
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_CAMERA], &cb, threadID);
GetDevice()->ClearDepthStencil(shadowMapArray_2D, CLEAR_DEPTH, 0.0f, 0, threadID, light.shadowMap_index + cascade);
// unfortunately we will always have to clear the associated transparent shadowmap to avoid discrepancy with shadowmap indexing changes across frames
GetDevice()->ClearRenderTarget(shadowMapArray_Transparent, transparentShadowClearColor, threadID, light.shadowMap_index + cascade);
// render opaque shadowmap:
GetDevice()->BindRenderTargets(0, nullptr, shadowMapArray_2D, threadID, light.shadowMap_index + cascade);
RenderMeshes(renderQueue, SHADERTYPE_SHADOW, RENDERTYPE_OPAQUE, threadID);
if (GetTransparentShadowsEnabled() && transparentShadowsRequested)
{
// render transparent shadowmap:
Texture2D* rts[] = {
shadowMapArray_Transparent
};
GetDevice()->BindRenderTargets(ARRAYSIZE(rts), rts, shadowMapArray_2D, threadID, light.shadowMap_index + cascade);
RenderMeshes(renderQueue, SHADERTYPE_SHADOW, RENDERTYPE_TRANSPARENT | RENDERTYPE_WATER, threadID);
}
frameAllocators[threadID].free(sizeof(RenderBatch) * renderQueue.batchCount);
}
}
}
break;
case LightComponent::SPOT:
{
if (shadowCounter_2D >= SHADOWCOUNT_2D || light.shadowMap_index < 0)
break;
shadowCounter_2D++; // shadow indices are already complete so a shadow slot is consumed here even if no rendering actually happens!
SHCAM shcam;
CreateSpotLightShadowCam(light, shcam);
const float zFarP = max(1.0f, light.range);
Frustum frustum;
frustum.ConstructFrustum(zFarP, shcam.realProjection, shcam.View);
RenderQueue renderQueue;
bool transparentShadowsRequested = false;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (frustum.CheckBox(aabb))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable() && object.IsCastingShadow())
{
if (!all_layers)
{
Entity cullable_entity = scene.aabb_objects.GetEntity(i);
const LayerComponent& layer = *scene.layers.GetComponent(cullable_entity);
if (!(layerMask & layer.GetLayerMask()))
{
continue;
}
}
RenderBatch* batch = (RenderBatch*)frameAllocators[threadID].allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
if (object.GetRenderTypes() & RENDERTYPE_TRANSPARENT || object.GetRenderTypes() & RENDERTYPE_WATER)
{
transparentShadowsRequested = true;
}
}
}
}
if (!renderQueue.empty())
{
CameraCB cb;
XMStoreFloat4x4(&cb.g_xCamera_VP, shcam.getVP());
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_CAMERA], &cb, threadID);
GetDevice()->ClearDepthStencil(shadowMapArray_2D, CLEAR_DEPTH, 0.0f, 0, threadID, light.shadowMap_index);
// unfortunately we will always have to clear the associated transparent shadowmap to avoid discrepancy with shadowmap indexing changes across frames
GetDevice()->ClearRenderTarget(shadowMapArray_Transparent, transparentShadowClearColor, threadID, light.shadowMap_index);
// render opaque shadowmap:
GetDevice()->BindRenderTargets(0, nullptr, shadowMapArray_2D, threadID, light.shadowMap_index);
RenderMeshes(renderQueue, SHADERTYPE_SHADOW, RENDERTYPE_OPAQUE, threadID);
if (GetTransparentShadowsEnabled() && transparentShadowsRequested)
{
// render transparent shadowmap:
Texture2D* rts[] = {
shadowMapArray_Transparent
};
GetDevice()->BindRenderTargets(ARRAYSIZE(rts), rts, shadowMapArray_2D, threadID, light.shadowMap_index);
RenderMeshes(renderQueue, SHADERTYPE_SHADOW, RENDERTYPE_TRANSPARENT | RENDERTYPE_WATER, threadID);
}
frameAllocators[threadID].free(sizeof(RenderBatch) * renderQueue.batchCount);
}
}
break;
case LightComponent::POINT:
case LightComponent::SPHERE:
case LightComponent::DISC:
case LightComponent::RECTANGLE:
case LightComponent::TUBE:
{
if (shadowCounter_Cube >= SHADOWCOUNT_CUBE || light.shadowMap_index < 0)
break;
shadowCounter_Cube++; // shadow indices are already complete so a shadow slot is consumed here even if no rendering actually happens!
RenderQueue renderQueue;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (SPHERE(light.position, light.range).intersects(aabb))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable() && object.IsCastingShadow() && object.GetRenderTypes() == RENDERTYPE_OPAQUE)
{
if (!all_layers)
{
Entity cullable_entity = scene.aabb_objects.GetEntity(i);
const LayerComponent& layer = *scene.layers.GetComponent(cullable_entity);
if (!(layerMask & layer.GetLayerMask()))
{
continue;
}
}
RenderBatch* batch = (RenderBatch*)frameAllocators[threadID].allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
}
}
}
if (!renderQueue.empty())
{
GetDevice()->BindRenderTargets(0, nullptr, shadowMapArray_Cube, threadID, light.shadowMap_index);
GetDevice()->ClearDepthStencil(shadowMapArray_Cube, CLEAR_DEPTH, 0.0f, 0, threadID, light.shadowMap_index);
MiscCB miscCb;
miscCb.g_xColor = float4(light.position.x, light.position.y, light.position.z, 1.0f / light.GetRange()); // reciprocal range, to avoid division in shader
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MISC], &miscCb, threadID);
const float zNearP = 0.1f;
const float zFarP = max(1.0f, light.range);
SHCAM cameras[] = {
SHCAM(XMFLOAT4(0.5f, -0.5f, -0.5f, -0.5f), zNearP, zFarP, XM_PIDIV2), //+x
SHCAM(XMFLOAT4(0.5f, 0.5f, 0.5f, -0.5f), zNearP, zFarP, XM_PIDIV2), //-x
SHCAM(XMFLOAT4(1, 0, 0, -0), zNearP, zFarP, XM_PIDIV2), //+y
SHCAM(XMFLOAT4(0, 0, 0, -1), zNearP, zFarP, XM_PIDIV2), //-y
SHCAM(XMFLOAT4(0.707f, 0, 0, -0.707f), zNearP, zFarP, XM_PIDIV2), //+z
SHCAM(XMFLOAT4(0, 0.707f, 0.707f, 0), zNearP, zFarP, XM_PIDIV2), //-z
};
CubemapRenderCB cb;
for (int shcam = 0; shcam < ARRAYSIZE(cameras); ++shcam)
{
cameras[shcam].Update(XMLoadFloat3(&light.position));
XMStoreFloat4x4(&cb.xCubeShadowVP[shcam], cameras[shcam].getVP());
}
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_CUBEMAPRENDER], &cb, threadID);
RenderMeshes(renderQueue, SHADERTYPE_SHADOWCUBE, RENDERTYPE_OPAQUE, threadID);
frameAllocators[threadID].free(sizeof(RenderBatch) * renderQueue.batchCount);
}
}
break;
} // terminate switch
}
}
GetDevice()->BindRenderTargets(0, nullptr, nullptr, threadID);
wiProfiler::GetInstance().EndRange(); // Shadow Rendering
GetDevice()->EventEnd(threadID);
}
GetDevice()->BindResource(PS, shadowMapArray_2D, TEXSLOT_SHADOWARRAY_2D, threadID);
GetDevice()->BindResource(PS, shadowMapArray_Cube, TEXSLOT_SHADOWARRAY_CUBE, threadID);
if (GetTransparentShadowsEnabled())
{
GetDevice()->BindResource(PS, shadowMapArray_Transparent, TEXSLOT_SHADOWARRAY_TRANSPARENT, threadID);
}
}
void DrawWorld(const CameraComponent& camera, bool tessellation, GRAPHICSTHREAD threadID, SHADERTYPE shaderType, bool grass, bool occlusionCulling, uint32_t layerMask)
{
Scene& scene = GetScene();
const FrameCulling& culling = frameCullings[&camera];
GetDevice()->EventBegin("DrawWorld", threadID);
if (shaderType == SHADERTYPE_TILEDFORWARD)
{
GetDevice()->BindResource(PS, resourceBuffers[RBTYPE_ENTITYINDEXLIST_OPAQUE], SBSLOT_ENTITYINDEXLIST, threadID);
}
if (grass)
{
if (GetAlphaCompositionEnabled())
{
// cut off most transparent areas
SetAlphaRef(0.25f, threadID);
}
for (size_t i = 0; i < scene.hairs.GetCount(); ++i)
{
const wiHairParticle& hair = scene.hairs[i];
if (camera.frustum.CheckBox(hair.aabb))
{
Entity entity = scene.hairs.GetEntity(i);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
hair.Draw(camera, material, shaderType, false, threadID);
}
}
}
RenderImpostors(camera, shaderType, threadID);
RenderQueue renderQueue;
for (uint32_t instanceIndex : culling.culledObjects)
{
if (layerMask != ~0)
{
Entity entity = scene.objects.GetEntity(instanceIndex);
const LayerComponent& layer = *scene.layers.GetComponent(entity);
if (!(layer.GetLayerMask() & layerMask))
{
continue;
}
}
const ObjectComponent& object = scene.objects[instanceIndex];
if (GetOcclusionCullingEnabled() && occlusionCulling && object.IsOccluded())
continue;
if (object.IsRenderable() && object.GetRenderTypes() & RENDERTYPE_OPAQUE)
{
const float distance = wiMath::Distance(camera.Eye, object.center);
if (object.IsImpostorPlacement() && distance > object.impostorSwapDistance + object.impostorFadeThresholdRadius)
{
continue;
}
RenderBatch* batch = (RenderBatch*)frameAllocators[threadID].allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, instanceIndex, distance);
renderQueue.add(batch);
}
}
if (!renderQueue.empty())
{
renderQueue.sort(RenderQueue::SORT_FRONT_TO_BACK);
RenderMeshes(renderQueue, shaderType, RENDERTYPE_OPAQUE, threadID, tessellation);
frameAllocators[threadID].free(sizeof(RenderBatch) * renderQueue.batchCount);
}
GetDevice()->EventEnd(threadID);
}
void DrawWorldTransparent(const CameraComponent& camera, SHADERTYPE shaderType, GRAPHICSTHREAD threadID, bool grass, bool occlusionCulling, uint32_t layerMask)
{
Scene& scene = GetScene();
const FrameCulling& culling = frameCullings[&camera];
GetDevice()->EventBegin("DrawWorldTransparent", threadID);
if (shaderType == SHADERTYPE_TILEDFORWARD)
{
GetDevice()->BindResource(PS, resourceBuffers[RBTYPE_ENTITYINDEXLIST_TRANSPARENT], SBSLOT_ENTITYINDEXLIST, threadID);
}
if (ocean != nullptr)
{
ocean->Render(camera, scene.weather, renderTime, threadID);
}
if (grass && GetAlphaCompositionEnabled())
{
// transparent passes can only render hair when alpha composition is enabled
for (size_t i = 0; i < scene.hairs.GetCount(); ++i)
{
const wiHairParticle& hair = scene.hairs[i];
if (camera.frustum.CheckBox(hair.aabb))
{
Entity entity = scene.hairs.GetEntity(i);
const MaterialComponent& material = *scene.materials.GetComponent(entity);
hair.Draw(camera, material, shaderType, true, threadID);
}
}
}
RenderQueue renderQueue;
for (uint32_t instanceIndex : culling.culledObjects)
{
if (layerMask != ~0)
{
Entity entity = scene.objects.GetEntity(instanceIndex);
const LayerComponent& layer = *scene.layers.GetComponent(entity);
if (!(layer.GetLayerMask() & layerMask))
{
continue;
}
}
const ObjectComponent& object = scene.objects[instanceIndex];
if (GetOcclusionCullingEnabled() && occlusionCulling && object.IsOccluded())
continue;
if (object.IsRenderable() && object.GetRenderTypes() & RENDERTYPE_TRANSPARENT)
{
RenderBatch* batch = (RenderBatch*)frameAllocators[threadID].allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, instanceIndex, wiMath::DistanceEstimated(camera.Eye, object.center));
renderQueue.add(batch);
}
}
if (!renderQueue.empty())
{
renderQueue.sort(RenderQueue::SORT_BACK_TO_FRONT);
RenderMeshes(renderQueue, shaderType, RENDERTYPE_TRANSPARENT | RENDERTYPE_WATER, threadID, false);
frameAllocators[threadID].free(sizeof(RenderBatch) * renderQueue.batchCount);
}
GetDevice()->EventEnd(threadID);
}
void DrawDebugWorld(const CameraComponent& camera, GRAPHICSTHREAD threadID)
{
GraphicsDevice* device = GetDevice();
Scene& scene = GetScene();
device->EventBegin("DrawDebugWorld", threadID);
if (debugBoneLines)
{
device->EventBegin("DebugBoneLines", threadID);
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_LINES], threadID);
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(camera.GetViewProjection()));
sb.g_xColor = XMFLOAT4(1, 1, 1, 1);
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
for (size_t i = 0; i < scene.armatures.GetCount(); ++i)
{
const ArmatureComponent& armature = scene.armatures[i];
if (armature.boneCollection.empty())
{
continue;
}
struct LineSegment
{
XMFLOAT4 a, colorA, b, colorB;
};
UINT offset;
void* mem = device->AllocateFromRingBuffer(&dynamicVertexBufferPools[threadID], sizeof(LineSegment) * armature.boneCollection.size(), offset, threadID);
int j = 0;
for (Entity entity : armature.boneCollection)
{
const TransformComponent& transform = *scene.transforms.GetComponent(entity);
XMMATRIX world = XMLoadFloat4x4(&transform.world);
XMVECTOR a = XMVectorSet(0, 0, 0, 1);
XMVECTOR b = XMVectorSet(0, 0, 1, 1);
a = XMVector4Transform(a, world);
b = XMVector4Transform(b, world);
LineSegment segment;
XMStoreFloat4(&segment.a, a);
XMStoreFloat4(&segment.b, b);
memcpy((void*)((size_t)mem + j * sizeof(LineSegment)), &segment, sizeof(LineSegment));
j++;
}
device->InvalidateBufferAccess(&dynamicVertexBufferPools[threadID], threadID);
GPUBuffer* vbs[] = {
&dynamicVertexBufferPools[threadID],
};
const UINT strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
const UINT offsets[] = {
offset,
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, offsets, threadID);
device->Draw(2 * j, 0, threadID);
}
device->EventEnd(threadID);
}
if (!renderableLines.empty())
{
device->EventBegin("DebugLines", threadID);
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_LINES], threadID);
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(camera.GetViewProjection()));
sb.g_xColor = XMFLOAT4(1, 1, 1, 1);
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
struct LineSegment
{
XMFLOAT4 a, colorA, b, colorB;
};
UINT offset;
void* mem = device->AllocateFromRingBuffer(&dynamicVertexBufferPools[threadID], sizeof(LineSegment) * renderableLines.size(), offset, threadID);
int i = 0;
for (auto& line : renderableLines)
{
LineSegment segment;
segment.a = XMFLOAT4(line.start.x, line.start.y, line.start.z, 1);
segment.b = XMFLOAT4(line.end.x, line.end.y, line.end.z, 1);
segment.colorA = segment.colorB = line.color;
memcpy((void*)((size_t)mem + i * sizeof(LineSegment)), &segment, sizeof(LineSegment));
i++;
}
device->InvalidateBufferAccess(&dynamicVertexBufferPools[threadID], threadID);
GPUBuffer* vbs[] = {
&dynamicVertexBufferPools[threadID],
};
const UINT strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
const UINT offsets[] = {
offset,
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, offsets, threadID);
device->Draw(2 * i, 0, threadID);
renderableLines.clear();
device->EventEnd(threadID);
}
if (!renderableBoxes.empty())
{
device->EventBegin("DebugBoxes", threadID);
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_CUBE], threadID);
GPUBuffer* vbs[] = {
&Cube::vertexBuffer,
};
const UINT strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, nullptr, threadID);
device->BindIndexBuffer(&Cube::indexBuffer, INDEXFORMAT_16BIT, 0, threadID);
MiscCB sb;
for (auto& x : renderableBoxes)
{
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(XMLoadFloat4x4(&x.first)*camera.GetViewProjection()));
sb.g_xColor = x.second;
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
device->DrawIndexed(24, 0, 0, threadID);
}
renderableBoxes.clear();
device->EventEnd(threadID);
}
if (debugEnvProbes)
{
device->EventBegin("Debug EnvProbes", threadID);
// Envmap spheres:
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_ENVPROBE], threadID);
MiscCB sb;
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
EnvironmentProbeComponent& probe = scene.probes[i];
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(XMMatrixTranslationFromVector(XMLoadFloat3(&probe.position))));
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
if (probe.textureIndex < 0)
{
device->BindResource(PS, wiTextureHelper::getInstance()->getBlackCubeMap(), TEXSLOT_ONDEMAND0, threadID);
}
else
{
device->BindResource(PS, textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], TEXSLOT_ONDEMAND0, threadID, textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY]->GetDesc().MipLevels + probe.textureIndex);
}
device->Draw(2880, 0, threadID); // uv-sphere
}
// Local proxy boxes:
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_CUBE], threadID);
GPUBuffer* vbs[] = {
&Cube::vertexBuffer,
};
const UINT strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, nullptr, threadID);
device->BindIndexBuffer(&Cube::indexBuffer, INDEXFORMAT_16BIT, 0, threadID);
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
EnvironmentProbeComponent& probe = scene.probes[i];
if (probe.textureIndex < 0)
{
continue;
}
Entity entity = scene.probes.GetEntity(i);
const TransformComponent& transform = *scene.transforms.GetComponent(entity);
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(XMLoadFloat4x4(&transform.world)*camera.GetViewProjection()));
sb.g_xColor = float4(0, 1, 1, 1);
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
device->DrawIndexed(24, 0, 0, threadID);
}
device->EventEnd(threadID);
}
if (gridHelper)
{
device->EventBegin("GridHelper", threadID);
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_GRID], threadID);
static float col = 0.7f;
static int gridVertexCount = 0;
static GPUBuffer* grid = nullptr;
if (grid == nullptr)
{
const float h = 0.01f; // avoid z-fight with zero plane
const int a = 20;
XMFLOAT4 verts[((a + 1) * 2 + (a + 1) * 2) * 2];
int count = 0;
for (int i = 0; i <= a; ++i)
{
verts[count++] = XMFLOAT4(i - a * 0.5f, h, -a * 0.5f, 1);
verts[count++] = (i == a / 2 ? XMFLOAT4(0, 0, 1, 1) : XMFLOAT4(col, col, col, 1));
verts[count++] = XMFLOAT4(i - a * 0.5f, h, +a * 0.5f, 1);
verts[count++] = (i == a / 2 ? XMFLOAT4(0, 0, 1, 1) : XMFLOAT4(col, col, col, 1));
}
for (int j = 0; j <= a; ++j)
{
verts[count++] = XMFLOAT4(-a * 0.5f, h, j - a * 0.5f, 1);
verts[count++] = (j == a / 2 ? XMFLOAT4(1, 0, 0, 1) : XMFLOAT4(col, col, col, 1));
verts[count++] = XMFLOAT4(+a * 0.5f, h, j - a * 0.5f, 1);
verts[count++] = (j == a / 2 ? XMFLOAT4(1, 0, 0, 1) : XMFLOAT4(col, col, col, 1));
}
gridVertexCount = ARRAYSIZE(verts) / 2;
GPUBufferDesc bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = USAGE_IMMUTABLE;
bd.ByteWidth = sizeof(verts);
bd.BindFlags = BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
SubresourceData InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = verts;
grid = new GPUBuffer;
device->CreateBuffer(&bd, &InitData, grid);
}
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(camera.GetViewProjection()));
sb.g_xColor = float4(1, 1, 1, 1);
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
GPUBuffer* vbs[] = {
grid,
};
const UINT strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, nullptr, threadID);
device->Draw(gridVertexCount, 0, threadID);
device->EventEnd(threadID);
}
if (voxelHelper && textures[TEXTYPE_3D_VOXELRADIANCE] != nullptr)
{
device->EventBegin("Debug Voxels", threadID);
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_VOXEL], threadID);
MiscCB sb;
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(XMMatrixTranslationFromVector(XMLoadFloat3(&voxelSceneData.center)) * camera.GetViewProjection()));
sb.g_xColor = float4(1, 1, 1, 1);
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
device->Draw(voxelSceneData.res * voxelSceneData.res * voxelSceneData.res, 0, threadID);
device->EventEnd(threadID);
}
if (debugEmitters)
{
device->EventBegin("DebugEmitters", threadID);
MiscCB sb;
for (size_t i = 0; i < scene.emitters.GetCount(); ++i)
{
const wiEmittedParticle& emitter = scene.emitters[i];
Entity entity = scene.emitters.GetEntity(i);
const TransformComponent& transform = *scene.transforms.GetComponent(entity);
const MeshComponent* mesh = scene.meshes.GetComponent(emitter.meshID);
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(XMLoadFloat4x4(&transform.world)*camera.GetViewProjection()));
sb.g_xColor = float4(0, 1, 0, 1);
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
if (mesh == nullptr)
{
// No mesh, just draw a box:
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_CUBE], threadID);
GPUBuffer* vbs[] = {
&Cube::vertexBuffer,
};
const UINT strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, nullptr, threadID);
device->BindIndexBuffer(&Cube::indexBuffer, INDEXFORMAT_16BIT, 0, threadID);
device->DrawIndexed(24, 0, 0, threadID);
}
else
{
// Draw mesh wireframe:
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_EMITTER], threadID);
GPUBuffer* vbs[] = {
mesh->streamoutBuffer_POS != nullptr ? mesh->streamoutBuffer_POS.get() : mesh->vertexBuffer_POS.get(),
};
const UINT strides[] = {
sizeof(MeshComponent::Vertex_POS),
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, nullptr, threadID);
device->BindIndexBuffer(mesh->indexBuffer.get(), mesh->GetIndexFormat(), 0, threadID);
device->DrawIndexed((int)mesh->indices.size(), 0, 0, threadID);
}
}
device->EventEnd(threadID);
}
if (debugForceFields)
{
device->EventBegin("DebugForceFields", threadID);
MiscCB sb;
for (size_t i = 0; i < scene.forces.GetCount(); ++i)
{
ForceFieldComponent& force = scene.forces[i];
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(camera.GetViewProjection()));
sb.g_xColor = XMFLOAT4(camera.Eye.x, camera.Eye.y, camera.Eye.z, (float)i);
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
switch (force.type)
{
case ENTITY_TYPE_FORCEFIELD_POINT:
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_FORCEFIELD_POINT], threadID);
device->Draw(2880, 0, threadID); // uv-sphere
break;
case ENTITY_TYPE_FORCEFIELD_PLANE:
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_FORCEFIELD_PLANE], threadID);
device->Draw(14, 0, threadID); // box
break;
}
++i;
}
device->EventEnd(threadID);
}
if (debugCameras)
{
device->EventBegin("DebugCameras", threadID);
device->BindGraphicsPSO(PSO_debug[DEBUGRENDERING_CUBE], threadID);
GPUBuffer* vbs[] = {
&Cube::vertexBuffer,
};
const UINT strides[] = {
sizeof(XMFLOAT4) + sizeof(XMFLOAT4),
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, nullptr, threadID);
device->BindIndexBuffer(&Cube::indexBuffer, INDEXFORMAT_16BIT, 0, threadID);
MiscCB sb;
sb.g_xColor = XMFLOAT4(1, 1, 1, 1);
for (size_t i = 0; i < scene.cameras.GetCount(); ++i)
{
const CameraComponent& cam = scene.cameras[i];
Entity entity = scene.cameras.GetEntity(i);
XMStoreFloat4x4(&sb.g_xTransform, XMMatrixTranspose(cam.GetInvView()*camera.GetViewProjection()));
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &sb, threadID);
device->DrawIndexed(24, 0, 0, threadID);
}
device->EventEnd(threadID);
}
device->EventEnd(threadID);
}
void DrawSky(GRAPHICSTHREAD threadID)
{
GetDevice()->EventBegin("DrawSky", threadID);
if (enviroMap != nullptr)
{
GetDevice()->BindGraphicsPSO(PSO_sky[SKYRENDERING_STATIC], threadID);
GetDevice()->BindResource(PS, enviroMap, TEXSLOT_ONDEMAND0, threadID);
}
else
{
GetDevice()->BindGraphicsPSO(PSO_sky[SKYRENDERING_DYNAMIC], threadID);
if (GetScene().weather.cloudiness > 0)
{
GetDevice()->BindResource(PS, textures[TEXTYPE_2D_CLOUDS], TEXSLOT_ONDEMAND0, threadID);
}
else
{
GetDevice()->BindResource(PS, wiTextureHelper::getInstance()->getBlack(), TEXSLOT_ONDEMAND0, threadID);
}
}
GetDevice()->Draw(240, 0, threadID);
GetDevice()->EventEnd(threadID);
}
void DrawSun(GRAPHICSTHREAD threadID)
{
GetDevice()->EventBegin("DrawSun", threadID);
GetDevice()->BindGraphicsPSO(PSO_sky[SKYRENDERING_SUN], threadID);
if (enviroMap != nullptr)
{
GetDevice()->BindResource(PS, wiTextureHelper::getInstance()->getBlack(), TEXSLOT_ONDEMAND0, threadID);
}
else
{
GetDevice()->BindResource(PS, textures[TEXTYPE_2D_CLOUDS], TEXSLOT_ONDEMAND0, threadID);
}
GetDevice()->Draw(240, 0, threadID);
GetDevice()->EventEnd(threadID);
}
void DrawDecals(const CameraComponent& camera, GRAPHICSTHREAD threadID)
{
const FrameCulling& culling = frameCullings[&camera];
if(!culling.culledDecals.empty())
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Decals", threadID);
Scene& scene = GetScene();
device->BindConstantBuffer(PS, constantBuffers[CBTYPE_DECAL], CB_GETBINDSLOT(DecalCB),threadID);
device->BindStencilRef(STENCILREF_DEFAULT, threadID);
device->BindGraphicsPSO(PSO_decal, threadID);
for (size_t decalIndex : culling.culledDecals)
{
const DecalComponent& decal = scene.decals[decalIndex];
const AABB& aabb = scene.aabb_decals[decalIndex];
if ((decal.texture != nullptr || decal.normal != nullptr) && camera.frustum.CheckBox(aabb))
{
device->BindResource(PS, decal.texture, TEXSLOT_ONDEMAND0, threadID);
device->BindResource(PS, decal.normal, TEXSLOT_ONDEMAND1, threadID);
XMMATRIX decalWorld = XMLoadFloat4x4(&decal.world);
MiscCB dcbvs;
XMStoreFloat4x4(&dcbvs.g_xTransform, XMMatrixTranspose(decalWorld*camera.GetViewProjection()));
device->UpdateBuffer(constantBuffers[CBTYPE_MISC], &dcbvs, threadID);
DecalCB dcbps;
XMStoreFloat4x4(&dcbps.xDecalVP, XMMatrixTranspose(XMMatrixInverse(nullptr, decalWorld))); // todo: cache the inverse!
dcbps.hasTexNor = 0;
if (decal.texture != nullptr)
dcbps.hasTexNor |= 0x0000001;
if (decal.normal != nullptr)
dcbps.hasTexNor |= 0x0000010;
XMStoreFloat3(&dcbps.eye, camera.GetEye());
dcbps.opacity = decal.GetOpacity();
dcbps.front = decal.front;
device->UpdateBuffer(constantBuffers[CBTYPE_DECAL], &dcbps, threadID);
device->Draw(14, 0, threadID);
}
}
device->EventEnd(threadID);
}
}
void RefreshEnvProbes(GRAPHICSTHREAD threadID)
{
Scene& scene = GetScene();
GraphicsDevice* device = GetDevice();
device->EventBegin("EnvironmentProbe Refresh", threadID);
static const UINT envmapRes = 128;
static const UINT envmapCount = 16;
static const UINT envmapMIPs = 8;
if (textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY] == nullptr)
{
TextureDesc desc;
desc.ArraySize = envmapCount * 6;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.Format = RTFormat_hdr;
desc.Height = envmapRes;
desc.Width = envmapRes;
desc.MipLevels = envmapMIPs;
desc.MiscFlags = RESOURCE_MISC_TEXTURECUBE /*| RESOURCE_MISC_GENERATE_MIPS*/;
desc.Usage = USAGE_DEFAULT;
textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY] = new Texture2D;
textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY]->RequestIndependentRenderTargetArraySlices(true);
textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY]->RequestIndependentShaderResourceArraySlices(true);
textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY]->RequestIndependentShaderResourcesForMIPs(true);
textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY]->RequestIndependentUnorderedAccessResourcesForMIPs(true);
HRESULT hr = device->CreateTexture2D(&desc, nullptr, (Texture2D**)&textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY]);
assert(SUCCEEDED(hr));
}
static Texture2D* envrenderingDepthBuffer = nullptr;
if (envrenderingDepthBuffer == nullptr)
{
TextureDesc desc;
desc.ArraySize = 6;
desc.BindFlags = BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = DSFormat_small;
desc.Height = envmapRes;
desc.Width = envmapRes;
desc.MipLevels = 1;
desc.MiscFlags = RESOURCE_MISC_TEXTURECUBE;
desc.Usage = USAGE_DEFAULT;
HRESULT hr = device->CreateTexture2D(&desc, nullptr, &envrenderingDepthBuffer);
assert(SUCCEEDED(hr));
}
ViewPort VP;
VP.Height = envmapRes;
VP.Width = envmapRes;
VP.TopLeftX = 0;
VP.TopLeftY = 0;
VP.MinDepth = 0.0f;
VP.MaxDepth = 1.0f;
device->BindViewports(1, &VP, threadID);
const float zNearP = GetCamera().zNearP;
const float zFarP = GetCamera().zFarP;
// reconstruct envmap array status:
bool envmapTaken[envmapCount] = {};
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
const EnvironmentProbeComponent& probe = scene.probes[i];
if (probe.textureIndex >= 0)
{
envmapTaken[probe.textureIndex] = true;
}
}
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
EnvironmentProbeComponent& probe = scene.probes[i];
Entity entity = scene.probes.GetEntity(i);
if (probe.textureIndex < 0)
{
// need to take a free envmap texture slot:
bool found = false;
for (int i = 0; i < ARRAYSIZE(envmapTaken); ++i)
{
if (envmapTaken[i] == false)
{
envmapTaken[i] = true;
probe.textureIndex = i;
found = true;
break;
}
}
if (!found)
{
// could not find free slot in envmap array, so skip this probe:
continue;
}
}
if (!probe.IsDirty())
{
continue;
}
if (!probe.IsRealTime())
{
probe.SetDirty(false);
}
device->BindRenderTargets(1, (Texture2D**)&textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], envrenderingDepthBuffer, threadID, probe.textureIndex);
const float clearColor[4] = { 0,0,0,1 };
device->ClearRenderTarget(textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], clearColor, threadID, probe.textureIndex);
device->ClearDepthStencil(envrenderingDepthBuffer, CLEAR_DEPTH, 0.0f, 0, threadID);
SHCAM cameras[] = {
SHCAM(XMFLOAT4(0.5f, -0.5f, -0.5f, -0.5f), zNearP, zFarP, XM_PIDIV2), //+x
SHCAM(XMFLOAT4(0.5f, 0.5f, 0.5f, -0.5f), zNearP, zFarP, XM_PIDIV2), //-x
SHCAM(XMFLOAT4(1, 0, 0, -0), zNearP, zFarP, XM_PIDIV2), //+y
SHCAM(XMFLOAT4(0, 0, 0, -1), zNearP, zFarP, XM_PIDIV2), //-y
SHCAM(XMFLOAT4(0.707f, 0, 0, -0.707f), zNearP, zFarP, XM_PIDIV2), //+z
SHCAM(XMFLOAT4(0, 0.707f, 0.707f, 0), zNearP, zFarP, XM_PIDIV2), //-z
};
XMFLOAT3 center = probe.position;
XMVECTOR vCenter = XMLoadFloat3(&center);
CubemapRenderCB cb;
for (int i = 0; i < ARRAYSIZE(cameras); ++i)
{
cameras[i].Update(vCenter);
XMStoreFloat4x4(&cb.xCubeShadowVP[i], cameras[i].getVP());
}
device->UpdateBuffer(constantBuffers[CBTYPE_CUBEMAPRENDER], &cb, threadID);
device->BindConstantBuffer(GS, constantBuffers[CBTYPE_CUBEMAPRENDER], CB_GETBINDSLOT(CubemapRenderCB), threadID);
CameraCB camcb;
camcb.g_xCamera_CamPos = center; // only this will be used by envprobe rendering shaders the rest is read from cubemaprenderCB
device->UpdateBuffer(constantBuffers[CBTYPE_CAMERA], &camcb, threadID);
const LayerComponent& layer = *scene.layers.GetComponent(entity);
const uint32_t layerMask = layer.GetLayerMask();
SPHERE culler = SPHERE(center, zFarP);
RenderQueue renderQueue;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (culler.intersects(aabb))
{
Entity cullable_entity = scene.aabb_objects.GetEntity(i);
const LayerComponent& layer = *scene.layers.GetComponent(cullable_entity);
if ((layerMask & layer.GetLayerMask()))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable())
{
RenderBatch* batch = (RenderBatch*)frameAllocators[threadID].allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
}
}
}
}
if (!renderQueue.empty())
{
RenderMeshes(renderQueue, SHADERTYPE_ENVMAPCAPTURE, RENDERTYPE_OPAQUE | RENDERTYPE_TRANSPARENT, threadID);
frameAllocators[threadID].free(sizeof(RenderBatch) * renderQueue.batchCount);
}
// sky
{
if (enviroMap != nullptr)
{
device->BindGraphicsPSO(PSO_sky[SKYRENDERING_ENVMAPCAPTURE_STATIC], threadID);
device->BindResource(PS, enviroMap, TEXSLOT_ONDEMAND0, threadID);
}
else
{
device->BindGraphicsPSO(PSO_sky[SKYRENDERING_ENVMAPCAPTURE_DYNAMIC], threadID);
device->BindResource(PS, textures[TEXTYPE_2D_CLOUDS], TEXSLOT_ONDEMAND0, threadID);
}
device->Draw(240, 0, threadID);
}
device->BindRenderTargets(0, nullptr, nullptr, threadID);
//device->GenerateMips(textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], threadID, probe->textureIndex);
GenerateMipChain((Texture2D*)textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], MIPGENFILTER_LINEAR, threadID, probe.textureIndex);
// Filter the enviroment map mip chain according to BRDF:
// A bit similar to MIP chain generation, but its input is the MIP-mapped texture,
// and we generatethe filtered MIPs from bottom to top.
device->EventBegin("FilterEnvMap", threadID);
{
Texture* texture = textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY];
TextureDesc desc = texture->GetDesc();
int arrayIndex = probe.textureIndex;
device->BindComputePSO(CPSO[CSTYPE_FILTERENVMAP], threadID);
desc.Width = 1;
desc.Height = 1;
for (UINT i = desc.MipLevels - 1; i > 0; --i)
{
device->BindUAV(CS, texture, 0, threadID, i);
device->BindResource(CS, texture, TEXSLOT_UNIQUE0, threadID, max(0, (int)i - 2));
FilterEnvmapCB cb;
cb.filterResolution.x = desc.Width;
cb.filterResolution.y = desc.Height;
cb.filterArrayIndex = arrayIndex;
cb.filterRoughness = (float)i / (float)desc.MipLevels;
cb.filterRayCount = 128;
device->UpdateBuffer(constantBuffers[CBTYPE_FILTERENVMAP], &cb, threadID);
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_FILTERENVMAP], CB_GETBINDSLOT(FilterEnvmapCB), threadID);
device->Dispatch(
max(1, (UINT)ceilf((float)desc.Width / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
max(1, (UINT)ceilf((float)desc.Height / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
6,
threadID);
device->UAVBarrier((GPUResource**)&texture, 1, threadID);
desc.Width *= 2;
desc.Height *= 2;
}
device->UnbindUAVs(0, 1, threadID);
}
device->EventEnd(threadID);
}
device->BindResource(PS, textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], TEXSLOT_ENVMAPARRAY, threadID);
device->BindResource(CS, textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY], TEXSLOT_ENVMAPARRAY, threadID);
device->EventEnd(threadID); // EnvironmentProbe Refresh
}
void RefreshImpostors(GRAPHICSTHREAD threadID)
{
Scene& scene = GetScene();
if (scene.impostors.GetCount() > 0)
{
GraphicsDevice* device = GetDevice();
device->EventBegin("Impostor Refresh", threadID);
static const UINT maxImpostorCount = 8;
static const UINT textureArraySize = maxImpostorCount * impostorCaptureAngles * 3;
static const UINT textureDim = 128;
static Texture2D* depthStencil = nullptr;
if (textures[TEXTYPE_2D_IMPOSTORARRAY] == nullptr)
{
TextureDesc desc;
desc.BindFlags = BIND_RENDER_TARGET | BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.Usage = USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.ArraySize = textureArraySize;
desc.Width = textureDim;
desc.Height = textureDim;
desc.Depth = 1;
desc.MipLevels = 1;
desc.Format = RTFormat_impostor;
desc.MiscFlags = 0;
textures[TEXTYPE_2D_IMPOSTORARRAY] = new Texture2D;
textures[TEXTYPE_2D_IMPOSTORARRAY]->RequestIndependentRenderTargetArraySlices(true);
HRESULT hr = device->CreateTexture2D(&desc, nullptr, (Texture2D**)&textures[TEXTYPE_2D_IMPOSTORARRAY]);
assert(SUCCEEDED(hr));
device->SetName(textures[TEXTYPE_2D_IMPOSTORARRAY], "ImpostorTarget");
desc.BindFlags = BIND_DEPTH_STENCIL;
desc.ArraySize = 1;
desc.Format = DSFormat_small;
hr = device->CreateTexture2D(&desc, nullptr, &depthStencil);
assert(SUCCEEDED(hr));
device->SetName(depthStencil, "ImpostorDepthTarget");
}
bool state_set = false;
UINT instancesOffset;
struct InstBuf
{
Instance instance;
InstancePrev instancePrev;
};
for (size_t impostorID = 0; impostorID < min(maxImpostorCount, scene.impostors.GetCount()); ++impostorID)
{
ImpostorComponent& impostor = scene.impostors[impostorID];
if (!impostor.IsDirty())
{
continue;
}
impostor.SetDirty(false);
if (!state_set)
{
volatile InstBuf* buff = (volatile InstBuf*)device->AllocateFromRingBuffer(&dynamicVertexBufferPools[threadID], sizeof(InstBuf), instancesOffset, threadID);
buff->instance.Create(IDENTITYMATRIX);
buff->instancePrev.Create(IDENTITYMATRIX);
device->InvalidateBufferAccess(&dynamicVertexBufferPools[threadID], threadID);
state_set = true;
}
Entity entity = scene.impostors.GetEntity(impostorID);
const MeshComponent& mesh = *scene.meshes.GetComponent(entity);
const AABB& bbox = mesh.aabb;
const XMFLOAT3 extents = bbox.getHalfWidth();
GPUBuffer* vbs[] = {
mesh.IsSkinned() ? mesh.streamoutBuffer_POS.get() : mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_TEX.get(),
mesh.IsSkinned() ? mesh.streamoutBuffer_PRE.get() : mesh.vertexBuffer_POS.get(),
&dynamicVertexBufferPools[threadID]
};
UINT strides[] = {
sizeof(MeshComponent::Vertex_POS),
sizeof(MeshComponent::Vertex_TEX),
sizeof(MeshComponent::Vertex_POS),
sizeof(InstBuf)
};
UINT offsets[] = {
0,
0,
0,
instancesOffset
};
device->BindVertexBuffers(vbs, 0, ARRAYSIZE(vbs), strides, offsets, threadID);
device->BindIndexBuffer(mesh.indexBuffer.get(), mesh.GetIndexFormat(), 0, threadID);
for (int prop = 0; prop < 3; ++prop)
{
switch (prop)
{
case 0:
device->BindGraphicsPSO(PSO_captureimpostor_albedo, threadID);
break;
case 1:
device->BindGraphicsPSO(PSO_captureimpostor_normal, threadID);
break;
case 2:
device->BindGraphicsPSO(PSO_captureimpostor_surface, threadID);
break;
}
for (size_t i = 0; i < impostorCaptureAngles; ++i)
{
int textureIndex = (int)(impostorID * impostorCaptureAngles * 3 + prop * impostorCaptureAngles + i);
device->BindRenderTargets(1, (Texture2D**)&textures[TEXTYPE_2D_IMPOSTORARRAY], depthStencil, threadID, textureIndex);
const float clearColor[4] = { 0,0,0,0 };
device->ClearRenderTarget(textures[TEXTYPE_2D_IMPOSTORARRAY], clearColor, threadID, textureIndex);
device->ClearDepthStencil(depthStencil, CLEAR_DEPTH, 0.0f, 0, threadID);
ViewPort viewPort;
viewPort.Height = (float)textureDim;
viewPort.Width = (float)textureDim;
viewPort.TopLeftX = 0;
viewPort.TopLeftY = 0;
viewPort.MinDepth = 0;
viewPort.MaxDepth = 1;
device->BindViewports(1, &viewPort, threadID);
CameraComponent impostorcamera;
TransformComponent camera_transform;
camera_transform.ClearTransform();
camera_transform.Translate(bbox.getCenter());
XMMATRIX P = XMMatrixOrthographicOffCenterLH(-extents.x, extents.x, -extents.y, extents.y, -extents.z, extents.z);
XMStoreFloat4x4(&impostorcamera.Projection, P);
camera_transform.RotateRollPitchYaw(XMFLOAT3(0, XM_2PI * (float)i / (float)impostorCaptureAngles, 0));
camera_transform.UpdateTransform();
impostorcamera.TransformCamera(camera_transform);
impostorcamera.UpdateCamera();
UpdateCameraCB(impostorcamera, threadID);
for (auto& subset : mesh.subsets)
{
if (subset.indexCount == 0)
{
continue;
}
MaterialComponent& material = *GetScene().materials.GetComponent(subset.materialID);
device->BindConstantBuffer(PS, material.constantBuffer.get(), CB_GETBINDSLOT(MaterialCB), threadID);
GPUResource* res[] = {
material.GetBaseColorMap(),
material.GetNormalMap(),
material.GetSurfaceMap(),
};
device->BindResources(PS, res, TEXSLOT_ONDEMAND0, ARRAYSIZE(res), threadID);
device->DrawIndexedInstanced((int)subset.indexCount, 1, subset.indexOffset, 0, 0, threadID);
}
}
}
}
UpdateCameraCB(GetCamera(), threadID);
device->EventEnd(threadID);
}
}
void VoxelRadiance(GRAPHICSTHREAD threadID)
{
if (!GetVoxelRadianceEnabled())
{
return;
}
GraphicsDevice* device = GetDevice();
device->EventBegin("Voxel Radiance", threadID);
wiProfiler::GetInstance().BeginRange("Voxel Radiance", wiProfiler::DOMAIN_GPU, threadID);
Scene& scene = GetScene();
if (textures[TEXTYPE_3D_VOXELRADIANCE] == nullptr)
{
TextureDesc desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = voxelSceneData.res;
desc.Height = voxelSceneData.res;
desc.Depth = voxelSceneData.res;
desc.MipLevels = 0;
desc.Format = RTFormat_voxelradiance;
desc.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
desc.Usage = USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
textures[TEXTYPE_3D_VOXELRADIANCE] = new Texture3D;
textures[TEXTYPE_3D_VOXELRADIANCE]->RequestIndependentShaderResourcesForMIPs(true);
textures[TEXTYPE_3D_VOXELRADIANCE]->RequestIndependentUnorderedAccessResourcesForMIPs(true);
HRESULT hr = device->CreateTexture3D(&desc, nullptr, (Texture3D**)&textures[TEXTYPE_3D_VOXELRADIANCE]);
assert(SUCCEEDED(hr));
}
if (voxelSceneData.secondaryBounceEnabled && textures[TEXTYPE_3D_VOXELRADIANCE_HELPER] == nullptr)
{
TextureDesc desc = ((Texture3D*)textures[TEXTYPE_3D_VOXELRADIANCE])->GetDesc();
textures[TEXTYPE_3D_VOXELRADIANCE_HELPER] = new Texture3D;
textures[TEXTYPE_3D_VOXELRADIANCE_HELPER]->RequestIndependentShaderResourcesForMIPs(true);
textures[TEXTYPE_3D_VOXELRADIANCE_HELPER]->RequestIndependentUnorderedAccessResourcesForMIPs(true);
HRESULT hr = device->CreateTexture3D(&desc, nullptr, (Texture3D**)&textures[TEXTYPE_3D_VOXELRADIANCE_HELPER]);
assert(SUCCEEDED(hr));
}
if (resourceBuffers[RBTYPE_VOXELSCENE] == nullptr)
{
GPUBufferDesc desc;
desc.StructureByteStride = sizeof(UINT) * 2;
desc.ByteWidth = desc.StructureByteStride * voxelSceneData.res * voxelSceneData.res * voxelSceneData.res;
desc.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
resourceBuffers[RBTYPE_VOXELSCENE] = new GPUBuffer;
HRESULT hr = device->CreateBuffer(&desc, nullptr, resourceBuffers[RBTYPE_VOXELSCENE]);
assert(SUCCEEDED(hr));
}
Texture3D* result = (Texture3D*)textures[TEXTYPE_3D_VOXELRADIANCE];
AABB bbox;
XMFLOAT3 extents = voxelSceneData.extents;
XMFLOAT3 center = voxelSceneData.center;
bbox.createFromHalfWidth(center, extents);
RenderQueue renderQueue;
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (bbox.intersects(aabb))
{
const ObjectComponent& object = scene.objects[i];
if (object.IsRenderable())
{
RenderBatch* batch = (RenderBatch*)frameAllocators[threadID].allocate(sizeof(RenderBatch));
size_t meshIndex = scene.meshes.GetIndex(object.meshID);
batch->Create(meshIndex, i, 0);
renderQueue.add(batch);
}
}
}
if (!renderQueue.empty())
{
ViewPort VP;
VP.TopLeftX = 0;
VP.TopLeftY = 0;
VP.Width = (float)voxelSceneData.res;
VP.Height = (float)voxelSceneData.res;
VP.MinDepth = 0.0f;
VP.MaxDepth = 1.0f;
device->BindViewports(1, &VP, threadID);
GPUResource* UAVs[] = { resourceBuffers[RBTYPE_VOXELSCENE] };
device->BindUAVs(PS, UAVs, 0, 1, threadID);
RenderMeshes(renderQueue, SHADERTYPE_VOXELIZE, RENDERTYPE_OPAQUE, threadID);
frameAllocators[threadID].free(sizeof(RenderBatch) * renderQueue.batchCount);
// Copy the packed voxel scene data to a 3D texture, then delete the voxel scene emission data. The cone tracing will operate on the 3D texture
device->EventBegin("Voxel Scene Copy - Clear", threadID);
device->BindRenderTargets(0, nullptr, nullptr, threadID);
device->BindUAV(CS, resourceBuffers[RBTYPE_VOXELSCENE], 0, threadID);
device->BindUAV(CS, textures[TEXTYPE_3D_VOXELRADIANCE], 1, threadID);
if (device->CheckCapability(GraphicsDevice::GRAPHICSDEVICE_CAPABILITY_UNORDEREDACCESSTEXTURE_LOAD_FORMAT_EXT))
{
device->BindComputePSO(CPSO[CSTYPE_VOXELSCENECOPYCLEAR_TEMPORALSMOOTHING], threadID);
}
else
{
device->BindComputePSO(CPSO[CSTYPE_VOXELSCENECOPYCLEAR], threadID);
}
device->Dispatch((UINT)(voxelSceneData.res * voxelSceneData.res * voxelSceneData.res / 256), 1, 1, threadID);
device->EventEnd(threadID);
if (voxelSceneData.secondaryBounceEnabled)
{
device->EventBegin("Voxel Radiance Secondary Bounce", threadID);
device->UnbindUAVs(1, 1, threadID);
// Pre-integrate the voxel texture by creating blurred mip levels:
GenerateMipChain((Texture3D*)textures[TEXTYPE_3D_VOXELRADIANCE], MIPGENFILTER_LINEAR, threadID);
device->BindUAV(CS, textures[TEXTYPE_3D_VOXELRADIANCE_HELPER], 0, threadID);
device->BindResource(CS, textures[TEXTYPE_3D_VOXELRADIANCE], 0, threadID);
device->BindResource(CS, resourceBuffers[RBTYPE_VOXELSCENE], 1, threadID);
device->BindComputePSO(CPSO[CSTYPE_VOXELRADIANCESECONDARYBOUNCE], threadID);
device->Dispatch((UINT)(voxelSceneData.res * voxelSceneData.res * voxelSceneData.res / 64), 1, 1, threadID);
device->EventEnd(threadID);
device->EventBegin("Voxel Scene Clear Normals", threadID);
device->UnbindResources(1, 1, threadID);
device->BindUAV(CS, resourceBuffers[RBTYPE_VOXELSCENE], 0, threadID);
device->BindComputePSO(CPSO[CSTYPE_VOXELCLEARONLYNORMAL], threadID);
device->Dispatch((UINT)(voxelSceneData.res * voxelSceneData.res * voxelSceneData.res / 256), 1, 1, threadID);
device->EventEnd(threadID);
result = (Texture3D*)textures[TEXTYPE_3D_VOXELRADIANCE_HELPER];
}
device->UnbindUAVs(0, 2, threadID);
// Pre-integrate the voxel texture by creating blurred mip levels:
{
GenerateMipChain(result, MIPGENFILTER_LINEAR, threadID);
}
}
if (voxelHelper)
{
device->BindResource(VS, result, TEXSLOT_VOXELRADIANCE, threadID);
}
device->BindResource(PS, result, TEXSLOT_VOXELRADIANCE, threadID);
device->BindResource(CS, result, TEXSLOT_VOXELRADIANCE, threadID);
wiProfiler::GetInstance().EndRange(threadID);
device->EventEnd(threadID);
}
inline XMUINT3 GetEntityCullingTileCount()
{
return XMUINT3(
(UINT)ceilf((float)GetInternalResolution().x / (float)TILED_CULLING_BLOCKSIZE),
(UINT)ceilf((float)GetInternalResolution().y / (float)TILED_CULLING_BLOCKSIZE),
1);
}
void ComputeTiledLightCulling(bool deferred, GRAPHICSTHREAD threadID)
{
wiProfiler::GetInstance().BeginRange("Tiled Entity Processing", wiProfiler::DOMAIN_GPU, threadID);
GraphicsDevice* device = GetDevice();
int _width = GetInternalResolution().x;
int _height = GetInternalResolution().y;
const XMUINT3 tileCount = GetEntityCullingTileCount();
static int _savedWidth = 0;
static int _savedHeight = 0;
bool _resolutionChanged = GetDevice()->ResolutionChanged();
if (_savedWidth != _width || _savedHeight != _height)
{
_resolutionChanged = true;
_savedWidth = _width;
_savedHeight = _height;
}
static GPUBuffer* frustumBuffer = nullptr;
if (frustumBuffer == nullptr || _resolutionChanged)
{
SAFE_DELETE(frustumBuffer);
frustumBuffer = new GPUBuffer;
UINT _stride = sizeof(XMFLOAT4) * 4;
GPUBufferDesc bd;
ZeroMemory(&bd, sizeof(bd));
bd.ByteWidth = _stride * tileCount.x * tileCount.y * tileCount.z; // storing 4 planes for every tile
bd.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
bd.Usage = USAGE_DEFAULT;
bd.CPUAccessFlags = 0;
bd.StructureByteStride = _stride;
device->CreateBuffer(&bd, nullptr, frustumBuffer);
}
if (_resolutionChanged)
{
SAFE_DELETE(resourceBuffers[RBTYPE_ENTITYINDEXLIST_OPAQUE]);
SAFE_DELETE(resourceBuffers[RBTYPE_ENTITYINDEXLIST_TRANSPARENT]);
resourceBuffers[RBTYPE_ENTITYINDEXLIST_OPAQUE] = new GPUBuffer;
resourceBuffers[RBTYPE_ENTITYINDEXLIST_TRANSPARENT] = new GPUBuffer;
GPUBufferDesc bd;
ZeroMemory(&bd, sizeof(bd));
bd.ByteWidth = sizeof(UINT) * tileCount.x * tileCount.y * tileCount.z * MAX_SHADER_ENTITY_COUNT_PER_TILE;
bd.Usage = USAGE_DEFAULT;
bd.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.StructureByteStride = sizeof(UINT);
bd.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
device->CreateBuffer(&bd, nullptr, resourceBuffers[RBTYPE_ENTITYINDEXLIST_OPAQUE]);
device->CreateBuffer(&bd, nullptr, resourceBuffers[RBTYPE_ENTITYINDEXLIST_TRANSPARENT]);
}
if (deferred && (textures[TEXTYPE_2D_TILEDDEFERRED_DIFFUSEUAV] == nullptr || textures[TEXTYPE_2D_TILEDDEFERRED_SPECULARUAV] == nullptr))
{
TextureDesc desc;
ZeroMemory(&desc, sizeof(desc));
desc.ArraySize = 1;
desc.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.Format = RTFormat_deferred_lightbuffer;
desc.Width = (UINT)_width;
desc.Height = (UINT)_height;
desc.MipLevels = 1;
desc.MiscFlags = 0;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
device->CreateTexture2D(&desc, nullptr, (Texture2D**)&textures[TEXTYPE_2D_TILEDDEFERRED_DIFFUSEUAV]);
device->CreateTexture2D(&desc, nullptr, (Texture2D**)&textures[TEXTYPE_2D_TILEDDEFERRED_SPECULARUAV]);
}
// calculate the per-tile frustums once:
static bool frustumsComplete = false;
static XMFLOAT4X4 _savedProjection;
if (memcmp(&_savedProjection, &GetCamera().Projection, sizeof(XMFLOAT4X4)) != 0)
{
_savedProjection = GetCamera().Projection;
frustumsComplete = false;
}
if(!frustumsComplete || _resolutionChanged)
{
frustumsComplete = true;
GPUResource* uavs[] = { frustumBuffer };
device->BindUAVs(CS, uavs, UAVSLOT_TILEFRUSTUMS, ARRAYSIZE(uavs), threadID);
device->BindComputePSO(CPSO[CSTYPE_TILEFRUSTUMS], threadID);
DispatchParamsCB dispatchParams;
dispatchParams.xDispatchParams_numThreads.x = tileCount.x;
dispatchParams.xDispatchParams_numThreads.y = tileCount.y;
dispatchParams.xDispatchParams_numThreads.z = 1;
dispatchParams.xDispatchParams_numThreadGroups.x = (UINT)ceilf(dispatchParams.xDispatchParams_numThreads.x / (float)TILED_CULLING_BLOCKSIZE);
dispatchParams.xDispatchParams_numThreadGroups.y = (UINT)ceilf(dispatchParams.xDispatchParams_numThreads.y / (float)TILED_CULLING_BLOCKSIZE);
dispatchParams.xDispatchParams_numThreadGroups.z = 1;
device->UpdateBuffer(constantBuffers[CBTYPE_DISPATCHPARAMS], &dispatchParams, threadID);
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_DISPATCHPARAMS], CB_GETBINDSLOT(DispatchParamsCB), threadID);
device->Dispatch(dispatchParams.xDispatchParams_numThreadGroups.x, dispatchParams.xDispatchParams_numThreadGroups.y, dispatchParams.xDispatchParams_numThreadGroups.z, threadID);
device->UnbindUAVs(UAVSLOT_TILEFRUSTUMS, 1, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
}
if (textures[TEXTYPE_2D_DEBUGUAV] == nullptr || _resolutionChanged)
{
SAFE_DELETE(textures[TEXTYPE_2D_DEBUGUAV]);
TextureDesc desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = (UINT)_width;
desc.Height = (UINT)_height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
device->CreateTexture2D(&desc, nullptr, (Texture2D**)&textures[TEXTYPE_2D_DEBUGUAV]);
}
// Perform the culling
{
device->EventBegin("Entity Culling", threadID);
device->UnbindResources(SBSLOT_ENTITYINDEXLIST, 1, threadID);
device->BindResource(CS, frustumBuffer, SBSLOT_TILEFRUSTUMS, threadID);
device->BindComputePSO(CPSO_tiledlighting[deferred][GetAdvancedLightCulling()][GetDebugLightCulling()], threadID);
if (GetDebugLightCulling())
{
device->BindUAV(CS, textures[TEXTYPE_2D_DEBUGUAV], UAVSLOT_DEBUGTEXTURE, threadID);
}
const FrameCulling& frameCulling = frameCullings[&GetCamera()];
DispatchParamsCB dispatchParams;
dispatchParams.xDispatchParams_numThreadGroups.x = tileCount.x;
dispatchParams.xDispatchParams_numThreadGroups.y = tileCount.y;
dispatchParams.xDispatchParams_numThreadGroups.z = 1;
dispatchParams.xDispatchParams_numThreads.x = dispatchParams.xDispatchParams_numThreadGroups.x * TILED_CULLING_BLOCKSIZE;
dispatchParams.xDispatchParams_numThreads.y = dispatchParams.xDispatchParams_numThreadGroups.y * TILED_CULLING_BLOCKSIZE;
dispatchParams.xDispatchParams_numThreads.z = 1;
dispatchParams.xDispatchParams_value0 = (UINT)(frameCulling.culledLights.size() + frameCulling.culledEnvProbes.size() + frameCulling.culledDecals.size());
device->UpdateBuffer(constantBuffers[CBTYPE_DISPATCHPARAMS], &dispatchParams, threadID);
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_DISPATCHPARAMS], CB_GETBINDSLOT(DispatchParamsCB), threadID);
if (deferred)
{
GPUResource* uavs[] = {
textures[TEXTYPE_2D_TILEDDEFERRED_DIFFUSEUAV],
resourceBuffers[RBTYPE_ENTITYINDEXLIST_TRANSPARENT],
textures[TEXTYPE_2D_TILEDDEFERRED_SPECULARUAV],
};
device->BindUAVs(CS, uavs, UAVSLOT_TILEDDEFERRED_DIFFUSE, ARRAYSIZE(uavs), threadID);
GetDevice()->BindResource(CS, shadowMapArray_2D, TEXSLOT_SHADOWARRAY_2D, threadID);
GetDevice()->BindResource(CS, shadowMapArray_Cube, TEXSLOT_SHADOWARRAY_CUBE, threadID);
GetDevice()->BindResource(CS, shadowMapArray_Transparent, TEXSLOT_SHADOWARRAY_TRANSPARENT, threadID);
device->Dispatch(dispatchParams.xDispatchParams_numThreadGroups.x, dispatchParams.xDispatchParams_numThreadGroups.y, dispatchParams.xDispatchParams_numThreadGroups.z, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
}
else
{
GPUResource* uavs[] = {
resourceBuffers[RBTYPE_ENTITYINDEXLIST_OPAQUE],
resourceBuffers[RBTYPE_ENTITYINDEXLIST_TRANSPARENT],
};
device->BindUAVs(CS, uavs, UAVSLOT_ENTITYINDEXLIST_OPAQUE, ARRAYSIZE(uavs), threadID);
device->Dispatch(dispatchParams.xDispatchParams_numThreadGroups.x, dispatchParams.xDispatchParams_numThreadGroups.y, dispatchParams.xDispatchParams_numThreadGroups.z, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
}
device->UnbindUAVs(0, 8, threadID); // this unbinds pretty much every uav
device->EventEnd(threadID);
}
wiProfiler::GetInstance().EndRange(threadID);
}
void ResolveMSAADepthBuffer(Texture2D* dst, Texture2D* src, GRAPHICSTHREAD threadID)
{
GetDevice()->EventBegin("Resolve MSAA DepthBuffer", threadID);
GetDevice()->BindResource(CS, src, TEXSLOT_ONDEMAND0, threadID);
GetDevice()->BindUAV(CS, dst, 0, threadID);
TextureDesc desc = src->GetDesc();
GetDevice()->BindComputePSO(CPSO[CSTYPE_RESOLVEMSAADEPTHSTENCIL], threadID);
GetDevice()->Dispatch((UINT)ceilf(desc.Width / 16.f), (UINT)ceilf(desc.Height / 16.f), 1, threadID);
GetDevice()->UnbindResources(TEXSLOT_ONDEMAND0, 1, threadID);
GetDevice()->UnbindUAVs(0, 1, threadID);
GetDevice()->EventEnd(threadID);
}
void GenerateMipChain(Texture1D* texture, MIPGENFILTER filter, GRAPHICSTHREAD threadID, int arrayIndex)
{
assert(0 && "Not implemented!");
}
void GenerateMipChain(Texture2D* texture, MIPGENFILTER filter, GRAPHICSTHREAD threadID, int arrayIndex)
{
TextureDesc desc = texture->GetDesc();
if (desc.MipLevels < 2)
{
assert(0);
return;
}
bool hdr = false;
switch (desc.Format)
{
case FORMAT_R16G16B16A16_FLOAT:
case FORMAT_R32G32B32A32_FLOAT:
hdr = true;
break;
default:
break;
}
GetDevice()->BindRenderTargets(0, nullptr, nullptr, threadID);
if (desc.MiscFlags & RESOURCE_MISC_TEXTURECUBE)
{
if (desc.ArraySize > 6)
{
// Cubearray
assert(arrayIndex >= 0 && "You should only filter a specific cube in the array for now, so provide its index!");
switch (filter)
{
case MIPGENFILTER_POINT:
GetDevice()->EventBegin("GenerateMipChain CubeArray - PointFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAINCUBEARRAY_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBEARRAY_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, samplers[SSLOT_POINT_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_LINEAR:
GetDevice()->EventBegin("GenerateMipChain CubeArray - LinearFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAINCUBEARRAY_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBEARRAY_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, samplers[SSLOT_LINEAR_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_LINEAR_MAXIMUM:
GetDevice()->EventBegin("GenerateMipChain CubeArray - LinearMaxFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAINCUBEARRAY_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBEARRAY_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, customsamplers[SSTYPE_MAXIMUM_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
default:
assert(0);
break;
}
for (UINT i = 0; i < desc.MipLevels - 1; ++i)
{
GetDevice()->BindUAV(CS, texture, 0, threadID, i + 1);
GetDevice()->BindResource(CS, texture, TEXSLOT_UNIQUE0, threadID, i);
desc.Width = max(1, desc.Width / 2);
desc.Height = max(1, desc.Height / 2);
GenerateMIPChainCB cb;
cb.outputResolution.x = desc.Width;
cb.outputResolution.y = desc.Height;
cb.arrayIndex = arrayIndex;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MIPGEN], &cb, threadID);
GetDevice()->BindConstantBuffer(CS, constantBuffers[CBTYPE_MIPGEN], CB_GETBINDSLOT(GenerateMIPChainCB), threadID);
GetDevice()->Dispatch(
max(1, (UINT)ceilf((float)desc.Width / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
max(1, (UINT)ceilf((float)desc.Height / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
6,
threadID);
GetDevice()->UAVBarrier((GPUResource**)&texture, 1, threadID);
}
}
else
{
// Cubemap
switch (filter)
{
case MIPGENFILTER_POINT:
GetDevice()->EventBegin("GenerateMipChain Cube - PointFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAINCUBE_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBE_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, samplers[SSLOT_POINT_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_LINEAR:
GetDevice()->EventBegin("GenerateMipChain Cube - LinearFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAINCUBE_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBE_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, samplers[SSLOT_LINEAR_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_LINEAR_MAXIMUM:
GetDevice()->EventBegin("GenerateMipChain Cube - LinearMaxFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAINCUBE_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAINCUBE_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, customsamplers[SSTYPE_MAXIMUM_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
default:
assert(0);
break;
}
for (UINT i = 0; i < desc.MipLevels - 1; ++i)
{
GetDevice()->BindUAV(CS, texture, 0, threadID, i + 1);
GetDevice()->BindResource(CS, texture, TEXSLOT_UNIQUE0, threadID, i);
desc.Width = max(1, desc.Width / 2);
desc.Height = max(1, desc.Height / 2);
GenerateMIPChainCB cb;
cb.outputResolution.x = desc.Width;
cb.outputResolution.y = desc.Height;
cb.arrayIndex = 0;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MIPGEN], &cb, threadID);
GetDevice()->BindConstantBuffer(CS, constantBuffers[CBTYPE_MIPGEN], CB_GETBINDSLOT(GenerateMIPChainCB), threadID);
GetDevice()->Dispatch(
max(1, (UINT)ceilf((float)desc.Width / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
max(1, (UINT)ceilf((float)desc.Height / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
6,
threadID);
GetDevice()->UAVBarrier((GPUResource**)&texture, 1, threadID);
}
}
}
else
{
// Texture2D
switch (filter)
{
case MIPGENFILTER_POINT:
GetDevice()->EventBegin("GenerateMipChain 2D - PointFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, samplers[SSLOT_POINT_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_LINEAR:
GetDevice()->EventBegin("GenerateMipChain 2D - LinearFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, samplers[SSLOT_LINEAR_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_LINEAR_MAXIMUM:
GetDevice()->EventBegin("GenerateMipChain 2D - LinearMaxFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, customsamplers[SSTYPE_MAXIMUM_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_GAUSSIAN:
GetDevice()->EventBegin("GenerateMipChain 2D - GaussianFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN2D_FLOAT4_GAUSSIAN : CSTYPE_GENERATEMIPCHAIN2D_UNORM4_GAUSSIAN], threadID);
break;
default:
assert(0);
break;
}
for (UINT i = 0; i < desc.MipLevels - 1; ++i)
{
GetDevice()->BindUAV(CS, texture, 0, threadID, i + 1);
GetDevice()->BindResource(CS, texture, TEXSLOT_UNIQUE0, threadID, i);
desc.Width = max(1, desc.Width / 2);
desc.Height = max(1, desc.Height / 2);
GenerateMIPChainCB cb;
cb.outputResolution.x = desc.Width;
cb.outputResolution.y = desc.Height;
cb.arrayIndex = arrayIndex >= 0 ? (uint)arrayIndex : 0;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MIPGEN], &cb, threadID);
GetDevice()->BindConstantBuffer(CS, constantBuffers[CBTYPE_MIPGEN], CB_GETBINDSLOT(GenerateMIPChainCB), threadID);
GetDevice()->Dispatch(
max(1, (UINT)ceilf((float)desc.Width / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
max(1, (UINT)ceilf((float)desc.Height / GENERATEMIPCHAIN_2D_BLOCK_SIZE)),
1,
threadID);
GetDevice()->UAVBarrier((GPUResource**)&texture, 1, threadID);
}
}
GetDevice()->UnbindResources(TEXSLOT_UNIQUE0, 1, threadID);
GetDevice()->UnbindUAVs(0, 1, threadID);
GetDevice()->EventEnd(threadID);
}
void GenerateMipChain(Texture3D* texture, MIPGENFILTER filter, GRAPHICSTHREAD threadID, int arrayIndex)
{
TextureDesc desc = texture->GetDesc();
if (desc.MipLevels < 2)
{
assert(0);
return;
}
bool hdr = false;
switch (desc.Format)
{
case FORMAT_R16G16B16A16_FLOAT:
case FORMAT_R32G32B32A32_FLOAT:
hdr = true;
break;
default:
break;
}
GetDevice()->BindRenderTargets(0, nullptr, nullptr, threadID);
switch (filter)
{
case MIPGENFILTER_POINT:
GetDevice()->EventBegin("GenerateMipChain 3D - PointFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, samplers[SSLOT_POINT_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_LINEAR:
GetDevice()->EventBegin("GenerateMipChain 3D - LinearFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, samplers[SSLOT_LINEAR_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_LINEAR_MAXIMUM:
GetDevice()->EventBegin("GenerateMipChain 3D - LinearMaxFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_SIMPLEFILTER : CSTYPE_GENERATEMIPCHAIN3D_UNORM4_SIMPLEFILTER], threadID);
GetDevice()->BindSampler(CS, customsamplers[SSTYPE_MAXIMUM_CLAMP], SSLOT_ONDEMAND0, threadID);
break;
case MIPGENFILTER_GAUSSIAN:
GetDevice()->EventBegin("GenerateMipChain 3D - GaussianFilter", threadID);
GetDevice()->BindComputePSO(CPSO[hdr ? CSTYPE_GENERATEMIPCHAIN3D_FLOAT4_GAUSSIAN : CSTYPE_GENERATEMIPCHAIN3D_UNORM4_GAUSSIAN], threadID);
break;
}
for (UINT i = 0; i < desc.MipLevels - 1; ++i)
{
GetDevice()->BindUAV(CS, texture, 0, threadID, i + 1);
GetDevice()->BindResource(CS, texture, TEXSLOT_UNIQUE0, threadID, i);
desc.Width = max(1, desc.Width / 2);
desc.Height = max(1, desc.Height / 2);
desc.Depth = max(1, desc.Depth / 2);
GenerateMIPChainCB cb;
cb.outputResolution.x = desc.Width;
cb.outputResolution.y = desc.Height;
cb.outputResolution.z = desc.Depth;
cb.arrayIndex = arrayIndex >= 0 ? (uint)arrayIndex : 0;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_MIPGEN], &cb, threadID);
GetDevice()->BindConstantBuffer(CS, constantBuffers[CBTYPE_MIPGEN], CB_GETBINDSLOT(GenerateMIPChainCB), threadID);
GetDevice()->Dispatch(
max(1, (UINT)ceilf((float)desc.Width / GENERATEMIPCHAIN_3D_BLOCK_SIZE)),
max(1, (UINT)ceilf((float)desc.Height / GENERATEMIPCHAIN_3D_BLOCK_SIZE)),
max(1, (UINT)ceilf((float)desc.Depth / GENERATEMIPCHAIN_3D_BLOCK_SIZE)),
threadID);
}
GetDevice()->UnbindResources(TEXSLOT_UNIQUE0, 1, threadID);
GetDevice()->UnbindUAVs(0, 1, threadID);
GetDevice()->EventEnd(threadID);
}
void CopyTexture2D(Texture2D* dst, UINT DstMIP, UINT DstX, UINT DstY, Texture2D* src, UINT SrcMIP, GRAPHICSTHREAD threadID, BORDEREXPANDSTYLE borderExpand)
{
GraphicsDevice* device = GetDevice();
const TextureDesc& desc_dst = dst->GetDesc();
const TextureDesc& desc_src = src->GetDesc();
assert(desc_dst.BindFlags & BIND_UNORDERED_ACCESS);
assert(desc_src.BindFlags & BIND_SHADER_RESOURCE);
device->EventBegin("CopyTexture2D_Region_UNORM4", threadID);
if (borderExpand == BORDEREXPAND_DISABLE)
{
device->BindComputePSO(CPSO[CSTYPE_COPYTEXTURE2D_UNORM4], threadID);
}
else
{
device->BindComputePSO(CPSO[CSTYPE_COPYTEXTURE2D_UNORM4_BORDEREXPAND], threadID);
}
CopyTextureCB cb;
cb.xCopyDest.x = DstX;
cb.xCopyDest.y = DstY;
cb.xCopySrcSize.x = desc_src.Width >> SrcMIP;
cb.xCopySrcSize.y = desc_src.Height >> SrcMIP;
cb.xCopySrcMIP = SrcMIP;
cb.xCopyBorderExpandStyle = (uint)borderExpand;
device->UpdateBuffer(constantBuffers[CBTYPE_COPYTEXTURE], &cb, threadID);
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_COPYTEXTURE], CB_GETBINDSLOT(CopyTextureCB), threadID);
device->BindResource(CS, src, TEXSLOT_ONDEMAND0, threadID);
if (DstMIP > 0)
{
assert(desc_dst.MipLevels > DstMIP);
device->BindUAV(CS, dst, 0, threadID, DstMIP);
}
else
{
device->BindUAV(CS, dst, 0, threadID);
}
device->Dispatch((UINT)ceilf((float)cb.xCopySrcSize.x / 8.0f), (UINT)ceilf((float)cb.xCopySrcSize.y / 8.0f), 1, threadID);
device->UnbindUAVs(0, 1, threadID);
device->EventEnd(threadID);
}
GPUBuffer* bvhNodeBuffer = nullptr;
GPUBuffer* bvhAABBBuffer = nullptr;
GPUBuffer* bvhFlagBuffer = nullptr;
GPUBuffer* triangleBuffer = nullptr;
GPUBuffer* clusterCounterBuffer = nullptr;
GPUBuffer* clusterIndexBuffer = nullptr;
GPUBuffer* clusterMortonBuffer = nullptr;
GPUBuffer* clusterSortedMortonBuffer = nullptr;
GPUBuffer* clusterOffsetBuffer = nullptr;
GPUBuffer* clusterAABBBuffer = nullptr;
GPUBuffer* clusterConeBuffer = nullptr;
void BuildSceneBVH(GRAPHICSTHREAD threadID)
{
GraphicsDevice* device = GetDevice();
Scene& scene = GetScene();
// Pre-gather scene properties:
uint totalTriangles = 0;
for (size_t i = 0; i < scene.meshes.GetCount(); ++i)
{
const MeshComponent& mesh = scene.meshes[i];
totalTriangles += (uint)mesh.indices.size() / 3;
}
static uint maxTriangleCount = 0;
static uint maxClusterCount = 0;
if (totalTriangles > maxTriangleCount)
{
maxTriangleCount = totalTriangles;
maxClusterCount = maxTriangleCount; // todo: cluster / triangle capacity
GPUBufferDesc desc;
HRESULT hr;
SAFE_DELETE(bvhNodeBuffer);
SAFE_DELETE(bvhAABBBuffer);
SAFE_DELETE(bvhFlagBuffer);
SAFE_DELETE(triangleBuffer);
SAFE_DELETE(clusterCounterBuffer);
SAFE_DELETE(clusterIndexBuffer);
SAFE_DELETE(clusterMortonBuffer);
SAFE_DELETE(clusterSortedMortonBuffer);
SAFE_DELETE(clusterOffsetBuffer);
SAFE_DELETE(clusterAABBBuffer);
SAFE_DELETE(clusterConeBuffer);
bvhNodeBuffer = new GPUBuffer;
bvhAABBBuffer = new GPUBuffer;
bvhFlagBuffer = new GPUBuffer;
triangleBuffer = new GPUBuffer;
clusterCounterBuffer = new GPUBuffer;
clusterIndexBuffer = new GPUBuffer;
clusterMortonBuffer = new GPUBuffer;
clusterSortedMortonBuffer = new GPUBuffer;
clusterOffsetBuffer = new GPUBuffer;
clusterAABBBuffer = new GPUBuffer;
clusterConeBuffer = new GPUBuffer;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(BVHNode);
desc.ByteWidth = desc.StructureByteStride * maxClusterCount * 2;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, bvhNodeBuffer);
assert(SUCCEEDED(hr));
device->SetName(bvhNodeBuffer, "BVHNodeBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(BVHAABB);
desc.ByteWidth = desc.StructureByteStride * maxClusterCount * 2;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, bvhAABBBuffer);
assert(SUCCEEDED(hr));
device->SetName(bvhAABBBuffer, "BVHAABBBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(uint);
desc.ByteWidth = desc.StructureByteStride * (maxClusterCount - 1); // only for internal nodes
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, bvhFlagBuffer);
assert(SUCCEEDED(hr));
device->SetName(bvhFlagBuffer, "BVHFlagBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(BVHMeshTriangle);
desc.ByteWidth = desc.StructureByteStride * maxTriangleCount;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, triangleBuffer);
assert(SUCCEEDED(hr));
device->SetName(triangleBuffer, "BVHTriangleBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(uint);
desc.ByteWidth = desc.StructureByteStride;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, clusterCounterBuffer);
assert(SUCCEEDED(hr));
device->SetName(clusterCounterBuffer, "BVHClusterCounterBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(uint);
desc.ByteWidth = desc.StructureByteStride * maxClusterCount;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, clusterIndexBuffer);
assert(SUCCEEDED(hr));
device->SetName(clusterIndexBuffer, "BVHClusterIndexBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(uint);
desc.ByteWidth = desc.StructureByteStride * maxClusterCount;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, clusterMortonBuffer);
hr = device->CreateBuffer(&desc, nullptr, clusterSortedMortonBuffer);
assert(SUCCEEDED(hr));
device->SetName(clusterMortonBuffer, "BVHClusterMortonBuffer");
device->SetName(clusterSortedMortonBuffer, "BVHSortedClusterMortonBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(uint2);
desc.ByteWidth = desc.StructureByteStride * maxClusterCount;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, clusterOffsetBuffer);
assert(SUCCEEDED(hr));
device->SetName(clusterOffsetBuffer, "BVHClusterOffsetBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(BVHAABB);
desc.ByteWidth = desc.StructureByteStride * maxClusterCount;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, clusterAABBBuffer);
assert(SUCCEEDED(hr));
device->SetName(clusterAABBBuffer, "BVHClusterAABBBuffer");
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(ClusterCone);
desc.ByteWidth = desc.StructureByteStride * maxClusterCount;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, clusterConeBuffer);
assert(SUCCEEDED(hr));
device->SetName(clusterConeBuffer, "BVHClusterConeBuffer");
}
static GPUBuffer* indirectBuffer = nullptr; // GPU job kicks
if (indirectBuffer == nullptr)
{
GPUBufferDesc desc;
HRESULT hr;
SAFE_DELETE(indirectBuffer);
indirectBuffer = new GPUBuffer;
desc.BindFlags = BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(IndirectDispatchArgs) * 2;
desc.ByteWidth = desc.StructureByteStride;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_DRAWINDIRECT_ARGS | RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, indirectBuffer);
assert(SUCCEEDED(hr));
}
wiProfiler::GetInstance().BeginRange("BVH Rebuild", wiProfiler::DOMAIN_GPU, threadID);
device->EventBegin("BVH - Reset", threadID);
{
device->BindComputePSO(CPSO[CSTYPE_BVH_RESET], threadID);
GPUResource* uavs[] = {
clusterCounterBuffer,
bvhNodeBuffer,
bvhAABBBuffer,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
device->Dispatch(1, 1, 1, threadID);
}
device->EventEnd(threadID);
uint32_t triangleCount = 0;
uint32_t materialCount = 0;
device->EventBegin("BVH - Classification", threadID);
{
device->BindComputePSO(CPSO[CSTYPE_BVH_CLASSIFICATION], threadID);
GPUResource* uavs[] = {
triangleBuffer,
clusterCounterBuffer,
clusterIndexBuffer,
clusterMortonBuffer,
clusterOffsetBuffer,
clusterAABBBuffer,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
for (size_t i = 0; i < scene.objects.GetCount(); ++i)
{
const ObjectComponent& object = scene.objects[i];
if (object.meshID != INVALID_ENTITY)
{
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
Entity entity = scene.objects.GetEntity(i);
const TransformComponent& transform = scene.transforms[object.transformComponentIndex];
BVHCB cb;
cb.xTraceBVHWorld = transform.world;
cb.xTraceBVHMaterialOffset = materialCount;
cb.xTraceBVHMeshTriangleOffset = triangleCount;
cb.xTraceBVHMeshTriangleCount = (uint)mesh.indices.size() / 3;
cb.xTraceBVHMeshVertexPOSStride = sizeof(MeshComponent::Vertex_POS);
device->UpdateBuffer(constantBuffers[CBTYPE_BVH], &cb, threadID);
triangleCount += cb.xTraceBVHMeshTriangleCount;
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_BVH], CB_GETBINDSLOT(BVHCB), threadID);
GPUResource* res[] = {
mesh.indexBuffer.get(),
mesh.vertexBuffer_POS.get(),
mesh.vertexBuffer_TEX.get(),
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND0, ARRAYSIZE(res), threadID);
device->Dispatch((UINT)ceilf((float)cb.xTraceBVHMeshTriangleCount / (float)BVH_CLASSIFICATION_GROUPSIZE), 1, 1, threadID);
for (auto& subset : mesh.subsets)
{
materialCount++;
}
}
}
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
device->EventBegin("BVH - Sort Cluster Mortons", threadID);
wiGPUSortLib::Sort(maxClusterCount, clusterMortonBuffer, clusterCounterBuffer, 0, clusterIndexBuffer, threadID);
device->EventEnd(threadID);
device->EventBegin("BVH - Kick Jobs", threadID);
{
device->BindComputePSO(CPSO[CSTYPE_BVH_KICKJOBS], threadID);
GPUResource* uavs[] = {
indirectBuffer,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
GPUResource* res[] = {
clusterCounterBuffer,
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND0, ARRAYSIZE(res), threadID);
device->Dispatch(1, 1, 1, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
device->EventBegin("BVH - Cluster Processor", threadID);
{
device->BindComputePSO(CPSO[CSTYPE_BVH_CLUSTERPROCESSOR], threadID);
GPUResource* uavs[] = {
clusterSortedMortonBuffer,
clusterConeBuffer,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
GPUResource* res[] = {
clusterCounterBuffer,
clusterIndexBuffer,
clusterMortonBuffer,
clusterOffsetBuffer,
clusterAABBBuffer,
triangleBuffer,
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND0, ARRAYSIZE(res), threadID);
device->DispatchIndirect(indirectBuffer, ARGUMENTBUFFER_OFFSET_CLUSTERPROCESSOR, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
device->EventBegin("BVH - Build Hierarchy", threadID);
{
device->BindComputePSO(CPSO[CSTYPE_BVH_HIERARCHY], threadID);
GPUResource* uavs[] = {
bvhNodeBuffer,
bvhFlagBuffer,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
GPUResource* res[] = {
clusterCounterBuffer,
clusterSortedMortonBuffer,
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND0, ARRAYSIZE(res), threadID);
device->DispatchIndirect(indirectBuffer, ARGUMENTBUFFER_OFFSET_HIERARCHY, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
device->EventBegin("BVH - Propagate AABB", threadID);
{
device->BindComputePSO(CPSO[CSTYPE_BVH_PROPAGATEAABB], threadID);
GPUResource* uavs[] = {
bvhAABBBuffer,
bvhFlagBuffer,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
GPUResource* res[] = {
clusterCounterBuffer,
clusterIndexBuffer,
clusterAABBBuffer,
bvhNodeBuffer,
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND0, ARRAYSIZE(res), threadID);
device->DispatchIndirect(indirectBuffer, ARGUMENTBUFFER_OFFSET_CLUSTERPROCESSOR, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
wiProfiler::GetInstance().EndRange(threadID); // BVH rebuild
}
void DrawTracedScene(const CameraComponent& camera, Texture2D* result, GRAPHICSTHREAD threadID)
{
GraphicsDevice* device = GetDevice();
Scene& scene = GetScene();
device->EventBegin("DrawTracedScene", threadID);
uint _width = GetInternalResolution().x;
uint _height = GetInternalResolution().y;
// Ray storage buffer:
static GPUBuffer* rayBuffer[2] = {};
static uint RayCountPrev = 0;
const uint _raycount = _width * _height;
if (RayCountPrev != _raycount || rayBuffer[0] == nullptr || rayBuffer[1] == nullptr)
{
GPUBufferDesc desc;
HRESULT hr;
SAFE_DELETE(rayBuffer[0]);
SAFE_DELETE(rayBuffer[1]);
rayBuffer[0] = new GPUBuffer;
rayBuffer[1] = new GPUBuffer;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(TracedRenderingStoredRay);
desc.ByteWidth = desc.StructureByteStride * _raycount;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, rayBuffer[0]);
hr = device->CreateBuffer(&desc, nullptr, rayBuffer[1]);
assert(SUCCEEDED(hr));
RayCountPrev = _raycount;
}
// Misc buffers:
static GPUBuffer* indirectBuffer = nullptr; // GPU job kicks
static GPUBuffer* counterBuffer[2] = {}; // Active ray counter
if (indirectBuffer == nullptr || counterBuffer == nullptr)
{
GPUBufferDesc desc;
HRESULT hr;
SAFE_DELETE(indirectBuffer);
indirectBuffer = new GPUBuffer;
desc.BindFlags = BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(IndirectDispatchArgs);
desc.ByteWidth = desc.StructureByteStride;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_DRAWINDIRECT_ARGS | RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, indirectBuffer);
assert(SUCCEEDED(hr));
SAFE_DELETE(counterBuffer[0]);
SAFE_DELETE(counterBuffer[1]);
counterBuffer[0] = new GPUBuffer;
counterBuffer[1] = new GPUBuffer;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.StructureByteStride = sizeof(uint);
desc.ByteWidth = desc.StructureByteStride;
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, counterBuffer[0]);
hr = device->CreateBuffer(&desc, nullptr, counterBuffer[1]);
assert(SUCCEEDED(hr));
}
// Traced Scene Texture Atlas:
static Texture2D* atlasTexture = nullptr;
using namespace wiRectPacker;
static unordered_set<Texture2D*> sceneTextures;
if (sceneTextures.empty())
{
sceneTextures.insert(wiTextureHelper::getInstance()->getWhite());
sceneTextures.insert(wiTextureHelper::getInstance()->getNormalMapDefault());
}
for (size_t i = 0; i < scene.objects.GetCount(); ++i)
{
const ObjectComponent& object = scene.objects[i];
if (object.meshID != INVALID_ENTITY)
{
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
for (auto& subset : mesh.subsets)
{
const MaterialComponent& material = *scene.materials.GetComponent(subset.materialID);
sceneTextures.insert(material.GetBaseColorMap());
sceneTextures.insert(material.GetSurfaceMap());
sceneTextures.insert(material.GetNormalMap());
}
}
}
bool repackAtlas = false;
static unordered_map<Texture2D*, rect_xywhf> storedTextures;
const int atlasWrapBorder = 1;
for (Texture2D* tex : sceneTextures)
{
if (tex == nullptr)
{
continue;
}
if (storedTextures.find(tex) == storedTextures.end())
{
// we need to pack this texture into the atlas
rect_xywhf newRect = rect_xywhf(0, 0, tex->GetDesc().Width + atlasWrapBorder * 2, tex->GetDesc().Height + atlasWrapBorder * 2);
storedTextures[tex] = newRect;
repackAtlas = true;
}
}
if (repackAtlas)
{
rect_xywhf** out_rects = new rect_xywhf*[storedTextures.size()];
int i = 0;
for (auto& it : storedTextures)
{
out_rects[i] = &it.second;
i++;
}
std::vector<bin> bins;
if (pack(out_rects, (int)storedTextures.size(), 16384, bins))
{
assert(bins.size() == 1 && "The regions won't fit into the texture!");
SAFE_DELETE(atlasTexture);
TextureDesc desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = (UINT)bins[0].size.w;
desc.Height = (UINT)bins[0].size.h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
device->CreateTexture2D(&desc, nullptr, &atlasTexture);
for (auto& it : storedTextures)
{
CopyTexture2D(atlasTexture, 0, it.second.x + atlasWrapBorder, it.second.y + atlasWrapBorder, it.first, 0, threadID, BORDEREXPAND_WRAP);
}
}
else
{
wiBackLog::post("Tracing atlas packing failed!");
}
SAFE_DELETE_ARRAY(out_rects);
}
static TracedRenderingMaterial materialArray[1000] = {}; // todo realloc!
static GPUBuffer* materialBuffer = nullptr;
if (materialBuffer == nullptr)
{
GPUBufferDesc desc;
HRESULT hr;
SAFE_DELETE(materialBuffer);
materialBuffer = new GPUBuffer;
desc.BindFlags = BIND_SHADER_RESOURCE;
desc.StructureByteStride = sizeof(TracedRenderingMaterial);
desc.ByteWidth = desc.StructureByteStride * ARRAYSIZE(materialArray);
desc.CPUAccessFlags = 0;
desc.Format = FORMAT_UNKNOWN;
desc.MiscFlags = RESOURCE_MISC_BUFFER_STRUCTURED;
desc.Usage = USAGE_DEFAULT;
hr = device->CreateBuffer(&desc, nullptr, materialBuffer);
assert(SUCCEEDED(hr));
}
// Pre-gather scene properties:
uint32_t totalTriangles = 0;
uint32_t totalMaterials = 0;
for (size_t i = 0; i < scene.objects.GetCount(); ++i)
{
const ObjectComponent& object = scene.objects[i];
if (object.meshID != INVALID_ENTITY)
{
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
totalTriangles += (uint)mesh.indices.size() / 3;
for (auto& subset : mesh.subsets)
{
const MaterialComponent& material = *scene.materials.GetComponent(subset.materialID);
// Copy base params:
materialArray[totalMaterials].baseColor = material.baseColor;
materialArray[totalMaterials].texMulAdd = material.texMulAdd;
materialArray[totalMaterials].roughness = material.roughness;
materialArray[totalMaterials].reflectance = material.reflectance;
materialArray[totalMaterials].metalness = material.metalness;
materialArray[totalMaterials].emissive = material.emissive;
materialArray[totalMaterials].refractionIndex = material.refractionIndex;
materialArray[totalMaterials].subsurfaceScattering = material.subsurfaceScattering;
materialArray[totalMaterials].normalMapStrength = material.normalMapStrength;
materialArray[totalMaterials].parallaxOcclusionMapping = material.parallaxOcclusionMapping;
// Add extended properties:
const TextureDesc& desc = atlasTexture->GetDesc();
rect_xywhf rect;
if (material.GetBaseColorMap() != nullptr)
{
rect = storedTextures[material.GetBaseColorMap()];
}
else
{
rect = storedTextures[wiTextureHelper::getInstance()->getWhite()];
}
// eliminate border expansion:
rect.x += atlasWrapBorder;
rect.y += atlasWrapBorder;
rect.w -= atlasWrapBorder * 2;
rect.h -= atlasWrapBorder * 2;
materialArray[totalMaterials].baseColorAtlasMulAdd = XMFLOAT4((float)rect.w / (float)desc.Width, (float)rect.h / (float)desc.Height,
(float)rect.x / (float)desc.Width, (float)rect.y / (float)desc.Height);
if (material.GetSurfaceMap() != nullptr)
{
rect = storedTextures[material.GetSurfaceMap()];
}
else
{
rect = storedTextures[wiTextureHelper::getInstance()->getWhite()];
}
// eliminate border expansion:
rect.x += atlasWrapBorder;
rect.y += atlasWrapBorder;
rect.w -= atlasWrapBorder * 2;
rect.h -= atlasWrapBorder * 2;
materialArray[totalMaterials].surfaceMapAtlasMulAdd = XMFLOAT4((float)rect.w / (float)desc.Width, (float)rect.h / (float)desc.Height,
(float)rect.x / (float)desc.Width, (float)rect.y / (float)desc.Height);
if (material.GetNormalMap() != nullptr)
{
rect = storedTextures[material.GetNormalMap()];
}
else
{
rect = storedTextures[wiTextureHelper::getInstance()->getNormalMapDefault()];
}
// eliminate border expansion:
rect.x += atlasWrapBorder;
rect.y += atlasWrapBorder;
rect.w -= atlasWrapBorder * 2;
rect.h -= atlasWrapBorder * 2;
materialArray[totalMaterials].normalMapAtlasMulAdd = XMFLOAT4((float)rect.w / (float)desc.Width, (float)rect.h / (float)desc.Height,
(float)rect.x / (float)desc.Width, (float)rect.y / (float)desc.Height);
totalMaterials++;
}
}
}
device->UpdateBuffer(materialBuffer, materialArray, threadID, sizeof(TracedRenderingMaterial) * totalMaterials);
// Begin raytrace
wiProfiler::GetInstance().BeginRange("RayTrace - ALL", wiProfiler::DOMAIN_GPU, threadID);
const XMFLOAT4& halton = wiMath::GetHaltonSequence((int)GetDevice()->GetFrameCount());
TracedRenderingCB cb;
cb.xTracePixelOffset = XMFLOAT2(halton.x, halton.y);
cb.xTraceRandomSeed = renderTime;
cb.xTraceMeshTriangleCount = totalTriangles;
device->UpdateBuffer(constantBuffers[CBTYPE_RAYTRACE], &cb, threadID);
device->EventBegin("Clear", threadID);
{
device->BindComputePSO(CPSO[CSTYPE_RAYTRACE_CLEAR], threadID);
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_RAYTRACE], CB_GETBINDSLOT(TracedRenderingCB), threadID);
GPUResource* uavs[] = {
result,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
device->Dispatch((UINT)ceilf((float)_width / (float)TRACEDRENDERING_CLEAR_BLOCKSIZE), (UINT)ceilf((float)_height / (float)TRACEDRENDERING_CLEAR_BLOCKSIZE), 1, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
device->EventBegin("Launch Rays", threadID);
{
device->BindComputePSO(CPSO[CSTYPE_RAYTRACE_LAUNCH], threadID);
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_RAYTRACE], CB_GETBINDSLOT(TracedRenderingCB), threadID);
GPUResource* uavs[] = {
rayBuffer[0],
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
device->Dispatch((UINT)ceilf((float)_width / (float)TRACEDRENDERING_LAUNCH_BLOCKSIZE), (UINT)ceilf((float)_height / (float)TRACEDRENDERING_LAUNCH_BLOCKSIZE), 1, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
// just write initial ray count:
device->UpdateBuffer(counterBuffer[0], &_raycount, threadID);
}
device->EventEnd(threadID);
// Set up tracing resources:
GPUResource* res[] = {
materialBuffer,
triangleBuffer,
clusterCounterBuffer,
clusterIndexBuffer,
clusterOffsetBuffer,
clusterConeBuffer,
bvhNodeBuffer,
bvhAABBBuffer,
};
device->BindResources(CS, res, TEXSLOT_ONDEMAND0, ARRAYSIZE(res), threadID);
if (atlasTexture != nullptr)
{
device->BindResource(CS, atlasTexture, TEXSLOT_ONDEMAND8, threadID);
}
else
{
device->BindResource(CS, wiTextureHelper::getInstance()->getWhite(), TEXSLOT_ONDEMAND8, threadID);
}
for (int bounce = 0; bounce < 8; ++bounce)
{
const int __readBufferID = bounce % 2;
const int __writeBufferID = (bounce + 1) % 2;
cb.xTraceRandomSeed = renderTime + (float)bounce;
device->UpdateBuffer(constantBuffers[CBTYPE_RAYTRACE], &cb, threadID);
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_RAYTRACE], CB_GETBINDSLOT(TracedRenderingCB), threadID);
// 1.) Kick off raytracing jobs for this bounce
device->EventBegin("Kick Raytrace Jobs", threadID);
{
// Prepare indirect dispatch based on counter buffer value:
device->BindComputePSO(CPSO[CSTYPE_RAYTRACE_KICKJOBS], threadID);
GPUResource* res[] = {
counterBuffer[__readBufferID],
};
device->BindResources(CS, res, TEXSLOT_UNIQUE0, ARRAYSIZE(res), threadID);
GPUResource* uavs[] = {
counterBuffer[__writeBufferID],
indirectBuffer,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
device->Dispatch(1, 1, 1, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
if (bounce > 0)
{
if (bounce == 1)
{
wiProfiler::GetInstance().BeginRange("RayTrace - First Light Sampling", wiProfiler::DOMAIN_GPU, threadID);
}
// 2.) Light sampling (any hit) <- only after first bounce has occured
device->EventBegin("Light Sampling Rays", threadID);
{
// Indirect dispatch on active rays:
device->BindComputePSO(CPSO[CSTYPE_RAYTRACE_LIGHTSAMPLING], threadID);
GPUResource* res[] = {
counterBuffer[__readBufferID],
rayBuffer[__readBufferID],
};
device->BindResources(CS, res, TEXSLOT_UNIQUE0, ARRAYSIZE(res), threadID);
GPUResource* uavs[] = {
result,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
device->DispatchIndirect(indirectBuffer, 0, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
if (bounce == 1)
{
wiProfiler::GetInstance().EndRange(threadID); // RayTrace - First Light Sampling
}
}
if (bounce == 0)
{
wiProfiler::GetInstance().BeginRange("RayTrace - First Bounce", wiProfiler::DOMAIN_GPU, threadID);
}
// 3.) Compute Primary Trace (closest hit)
device->EventBegin("Primary Rays Bounce", threadID);
{
// Indirect dispatch on active rays:
device->BindComputePSO(CPSO[CSTYPE_RAYTRACE_PRIMARY], threadID);
GPUResource* res[] = {
counterBuffer[__readBufferID],
rayBuffer[__readBufferID],
};
device->BindResources(CS, res, TEXSLOT_UNIQUE0, ARRAYSIZE(res), threadID);
GPUResource* uavs[] = {
counterBuffer[__writeBufferID],
rayBuffer[__writeBufferID],
result,
};
device->BindUAVs(CS, uavs, 0, ARRAYSIZE(uavs), threadID);
device->DispatchIndirect(indirectBuffer, 0, threadID);
device->UAVBarrier(uavs, ARRAYSIZE(uavs), threadID);
device->UnbindUAVs(0, ARRAYSIZE(uavs), threadID);
}
device->EventEnd(threadID);
if (bounce == 0)
{
wiProfiler::GetInstance().EndRange(threadID); // RayTrace - First Bounce
}
}
wiProfiler::GetInstance().EndRange(threadID); // RayTrace - ALL
device->EventEnd(threadID); // DrawTracedScene
}
void GenerateClouds(Texture2D* dst, UINT refinementCount, float randomness, GRAPHICSTHREAD threadID)
{
GetDevice()->EventBegin("Cloud Generator", threadID);
TextureDesc src_desc = wiTextureHelper::getInstance()->getRandom64x64()->GetDesc();
TextureDesc dst_desc = dst->GetDesc();
assert(dst_desc.BindFlags & BIND_UNORDERED_ACCESS);
GetDevice()->BindResource(CS, wiTextureHelper::getInstance()->getRandom64x64(), TEXSLOT_ONDEMAND0, threadID);
GetDevice()->BindUAV(CS, dst, 0, threadID);
CloudGeneratorCB cb;
cb.xNoiseTexDim = XMFLOAT2((float)src_desc.Width, (float)src_desc.Height);
cb.xRandomness = randomness;
if (refinementCount == 0)
{
cb.xRefinementCount = max(1, (UINT)log2(dst_desc.Width));
}
else
{
cb.xRefinementCount = refinementCount;
}
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_CLOUDGENERATOR], &cb, threadID);
GetDevice()->BindConstantBuffer(CS, constantBuffers[CBTYPE_CLOUDGENERATOR], CB_GETBINDSLOT(CloudGeneratorCB), threadID);
GetDevice()->BindComputePSO(CPSO[CSTYPE_CLOUDGENERATOR], threadID);
GetDevice()->Dispatch((UINT)ceilf(dst_desc.Width / (float)CLOUDGENERATOR_BLOCKSIZE), (UINT)ceilf(dst_desc.Height / (float)CLOUDGENERATOR_BLOCKSIZE), 1, threadID);
GetDevice()->UnbindResources(TEXSLOT_ONDEMAND0, 1, threadID);
GetDevice()->UnbindUAVs(0, 1, threadID);
GetDevice()->EventEnd(threadID);
}
void ManageDecalAtlas(GRAPHICSTHREAD threadID)
{
GraphicsDevice* device = GetDevice();
static Texture2D* atlasTexture = nullptr;
bool repackAtlas = false;
const int atlasClampBorder = 1;
using namespace wiRectPacker;
static unordered_map<Texture2D*, rect_xywhf> storedTextures;
Scene& scene = GetScene();
// Gather all decal textures:
for (size_t i = 0; i < scene.decals.GetCount(); ++i)
{
const DecalComponent& decal = scene.decals[i];
if (decal.texture != nullptr)
{
if (storedTextures.find(decal.texture) == storedTextures.end())
{
// we need to pack this decal texture into the atlas
rect_xywhf newRect = rect_xywhf(0, 0, decal.texture->GetDesc().Width + atlasClampBorder * 2, decal.texture->GetDesc().Height + atlasClampBorder * 2);
storedTextures[decal.texture] = newRect;
repackAtlas = true;
}
}
}
// Update atlas texture if it is invalidated:
if (repackAtlas)
{
rect_xywhf** out_rects = new rect_xywhf*[storedTextures.size()];
int i = 0;
for (auto& it : storedTextures)
{
out_rects[i] = &it.second;
i++;
}
std::vector<bin> bins;
if (pack(out_rects, (int)storedTextures.size(), 16384, bins))
{
assert(bins.size() == 1 && "The regions won't fit into the texture!");
SAFE_DELETE(atlasTexture);
TextureDesc desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = (UINT)bins[0].size.w;
desc.Height = (UINT)bins[0].size.h;
desc.MipLevels = 0;
desc.ArraySize = 1;
desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
atlasTexture = new Texture2D;
atlasTexture->RequestIndependentUnorderedAccessResourcesForMIPs(true);
device->CreateTexture2D(&desc, nullptr, &atlasTexture);
for (UINT mip = 0; mip < atlasTexture->GetDesc().MipLevels; ++mip)
{
for (auto& it : storedTextures)
{
if (mip < it.first->GetDesc().MipLevels)
{
//device->CopyTexture2D_Region(atlasTexture, mip, it.second.x >> mip, it.second.y >> mip, it.first, mip, threadID);
// This is better because it implements format conversion so we can use multiple decal source texture formats in the atlas:
CopyTexture2D(atlasTexture, mip, (it.second.x >> mip) + atlasClampBorder, (it.second.y >> mip) + atlasClampBorder, it.first, mip, threadID, BORDEREXPAND_CLAMP);
}
}
}
}
else
{
wiBackLog::post("Decal atlas packing failed!");
}
SAFE_DELETE_ARRAY(out_rects);
}
// Assign atlas buckets to decals:
for (size_t i = 0; i < scene.decals.GetCount(); ++i)
{
DecalComponent& decal = scene.decals[i];
if (decal.texture != nullptr)
{
const TextureDesc& desc = atlasTexture->GetDesc();
rect_xywhf rect = storedTextures[decal.texture];
// eliminate border expansion:
rect.x += atlasClampBorder;
rect.y += atlasClampBorder;
rect.w -= atlasClampBorder * 2;
rect.h -= atlasClampBorder * 2;
decal.atlasMulAdd = XMFLOAT4((float)rect.w / (float)desc.Width, (float)rect.h / (float)desc.Height, (float)rect.x / (float)desc.Width, (float)rect.y / (float)desc.Height);
}
else
{
decal.atlasMulAdd = XMFLOAT4(0, 0, 0, 0);
}
}
if (atlasTexture != nullptr)
{
device->BindResource(PS, atlasTexture, TEXSLOT_DECALATLAS, threadID);
}
}
void BindPersistentState(GRAPHICSTHREAD threadID)
{
GraphicsDevice* device = GetDevice();
for (int i = 0; i < SHADERSTAGE_COUNT; ++i)
{
SHADERSTAGE stage = (SHADERSTAGE)i;
for (int i = 0; i < SSLOT_COUNT; ++i)
{
device->BindSampler(stage, samplers[i], i, threadID);
}
device->BindConstantBuffer(stage, constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), threadID);
device->BindConstantBuffer(stage, constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), threadID);
device->BindConstantBuffer(stage, constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), threadID);
device->BindConstantBuffer(stage, constantBuffers[CBTYPE_API], CB_GETBINDSLOT(APICB), threadID);
}
}
void UpdateFrameCB(GRAPHICSTHREAD threadID)
{
const Scene& scene = GetScene();
FrameCB cb;
cb.g_xFrame_ScreenWidthHeight = float2((float)GetDevice()->GetScreenWidth(), (float)GetDevice()->GetScreenHeight());
cb.g_xFrame_ScreenWidthHeight_Inverse = float2(1.0f / cb.g_xFrame_ScreenWidthHeight.x, 1.0f / cb.g_xFrame_ScreenWidthHeight.y);
cb.g_xFrame_InternalResolution = float2((float)GetInternalResolution().x, (float)GetInternalResolution().y);
cb.g_xFrame_InternalResolution_Inverse = float2(1.0f / cb.g_xFrame_InternalResolution.x, 1.0f / cb.g_xFrame_InternalResolution.y);
cb.g_xFrame_Gamma = GetGamma();
cb.g_xFrame_SunColor = scene.weather.sunColor;
cb.g_xFrame_SunDirection = scene.weather.sunDirection;
cb.g_xFrame_Ambient = scene.weather.ambient;
cb.g_xFrame_Cloudiness = scene.weather.cloudiness;
cb.g_xFrame_CloudScale = scene.weather.cloudScale;
cb.g_xFrame_Fog = float3(scene.weather.fogStart, scene.weather.fogEnd, scene.weather.fogHeight);
cb.g_xFrame_Horizon = scene.weather.horizon;
cb.g_xFrame_Zenith = scene.weather.zenith;
cb.g_xFrame_SpecularAA = SPECULARAA;
cb.g_xFrame_VoxelRadianceDataSize = voxelSceneData.voxelsize;
cb.g_xFrame_VoxelRadianceDataSize_Inverse = 1.0f / (float)cb.g_xFrame_VoxelRadianceDataSize;
cb.g_xFrame_VoxelRadianceDataRes = GetVoxelRadianceEnabled() ? (uint)voxelSceneData.res : 0;
cb.g_xFrame_VoxelRadianceDataRes_Inverse = 1.0f / (float)cb.g_xFrame_VoxelRadianceDataRes;
cb.g_xFrame_VoxelRadianceDataMIPs = voxelSceneData.mips;
cb.g_xFrame_VoxelRadianceNumCones = max(min(voxelSceneData.numCones, 16), 1);
cb.g_xFrame_VoxelRadianceNumCones_Inverse = 1.0f / (float)cb.g_xFrame_VoxelRadianceNumCones;
cb.g_xFrame_VoxelRadianceRayStepSize = voxelSceneData.rayStepSize;
cb.g_xFrame_VoxelRadianceReflectionsEnabled = voxelSceneData.reflectionsEnabled;
cb.g_xFrame_VoxelRadianceDataCenter = voxelSceneData.center;
cb.g_xFrame_AdvancedRefractions = GetAdvancedRefractionsEnabled() ? 1 : 0;
cb.g_xFrame_EntityCullingTileCount = GetEntityCullingTileCount();
cb.g_xFrame_TransparentShadowsEnabled = TRANSPARENTSHADOWSENABLED;
cb.g_xFrame_GlobalEnvProbeIndex = -1;
cb.g_xFrame_EnvProbeMipCount = 0;
cb.g_xFrame_EnvProbeMipCount_Inverse = 1.0f;
if (scene.probes.GetCount() > 0)
{
cb.g_xFrame_GlobalEnvProbeIndex = 0; // for now, the global envprobe will be the first probe in the array. Easy change later on if required...
}
if (textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY] != nullptr)
{
cb.g_xFrame_EnvProbeMipCount = static_cast<Texture2D*>(textures[TEXTYPE_CUBEARRAY_ENVMAPARRAY])->GetDesc().MipLevels;
cb.g_xFrame_EnvProbeMipCount_Inverse = 1.0f / (float)cb.g_xFrame_EnvProbeMipCount;
}
cb.g_xFrame_Time = renderTime;
cb.g_xFrame_TimePrev = renderTime_Prev;
cb.g_xFrame_DeltaTime = deltaTime;
cb.g_xFrame_LightArrayOffset = entityArrayOffset_Lights;
cb.g_xFrame_LightArrayCount = entityArrayCount_Lights;
cb.g_xFrame_DecalArrayOffset = entityArrayOffset_Decals;
cb.g_xFrame_DecalArrayCount = entityArrayCount_Decals;
cb.g_xFrame_ForceFieldArrayOffset = entityArrayOffset_ForceFields;
cb.g_xFrame_ForceFieldArrayCount = entityArrayCount_ForceFields;
cb.g_xFrame_EnvProbeArrayOffset = entityArrayOffset_EnvProbes;
cb.g_xFrame_EnvProbeArrayCount = entityArrayCount_EnvProbes;
cb.g_xFrame_VoxelRadianceRetargetted = voxelSceneData.centerChangedThisFrame ? 1 : 0;
cb.g_xFrame_WindRandomness = scene.weather.windRandomness;
cb.g_xFrame_WindWaveSize = scene.weather.windWaveSize;
cb.g_xFrame_WindDirection = scene.weather.windDirection;
cb.g_xFrame_FrameCount = (uint)GetDevice()->GetFrameCount();
cb.g_xFrame_TemporalAASampleRotation = 0;
if (GetTemporalAAEnabled())
{
uint id = cb.g_xFrame_FrameCount % 4;
uint x = 0;
uint y = 0;
switch (id)
{
case 1:
x = 1;
break;
case 2:
y = 1;
break;
case 3:
x = 1;
y = 1;
break;
default:
break;
}
cb.g_xFrame_TemporalAASampleRotation = (x & 0x000000FF) | ((y & 0x000000FF) << 8);
}
cb.g_xFrame_TemporalAAJitter = temporalAAJitter;
cb.g_xFrame_TemporalAAJitterPrev = temporalAAJitterPrev;
const auto& camera = GetCamera();
const auto& prevCam = GetPrevCamera();
const auto& reflCam = GetRefCamera();
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_VP, XMMatrixTranspose(camera.GetViewProjection()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_View, XMMatrixTranspose(camera.GetView()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_Proj, XMMatrixTranspose(camera.GetProjection()));
cb.g_xFrame_MainCamera_CamPos = camera.Eye;
cb.g_xFrame_MainCamera_DistanceFromOrigin, XMVectorGetX(XMVector3Length(XMLoadFloat3(&cb.g_xFrame_MainCamera_CamPos)));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_PrevV, XMMatrixTranspose(prevCam.GetView()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_PrevP, XMMatrixTranspose(prevCam.GetProjection()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_PrevVP, XMMatrixTranspose(prevCam.GetViewProjection()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_PrevInvVP, XMMatrixTranspose(prevCam.GetInvViewProjection()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_ReflVP, XMMatrixTranspose(reflCam.GetViewProjection()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_InvV, XMMatrixTranspose(camera.GetInvView()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_InvP, XMMatrixTranspose(camera.GetInvProjection()));
XMStoreFloat4x4(&cb.g_xFrame_MainCamera_InvVP, XMMatrixTranspose(camera.GetInvViewProjection()));
cb.g_xFrame_MainCamera_At = camera.At;
cb.g_xFrame_MainCamera_Up = camera.Up;
cb.g_xFrame_MainCamera_ZNearP = camera.zNearP;
cb.g_xFrame_MainCamera_ZFarP = camera.zFarP;
cb.g_xFrame_MainCamera_ZNearP_Recip = 1.0f / max(0.0001f, cb.g_xFrame_MainCamera_ZNearP);
cb.g_xFrame_MainCamera_ZFarP_Recip = 1.0f / max(0.0001f, cb.g_xFrame_MainCamera_ZFarP);
cb.g_xFrame_MainCamera_ZRange = abs(cb.g_xFrame_MainCamera_ZFarP - cb.g_xFrame_MainCamera_ZNearP);
cb.g_xFrame_MainCamera_ZRange_Recip = 1.0f / max(0.0001f, cb.g_xFrame_MainCamera_ZRange);
cb.g_xFrame_FrustumPlanesWS[0] = camera.frustum.getLeftPlane();
cb.g_xFrame_FrustumPlanesWS[1] = camera.frustum.getRightPlane();
cb.g_xFrame_FrustumPlanesWS[2] = camera.frustum.getTopPlane();
cb.g_xFrame_FrustumPlanesWS[3] = camera.frustum.getBottomPlane();
cb.g_xFrame_FrustumPlanesWS[4] = camera.frustum.getNearPlane();
cb.g_xFrame_FrustumPlanesWS[5] = camera.frustum.getFarPlane();
cb.g_xFrame_WorldBoundsMin = scene.bounds.getMin();
cb.g_xFrame_WorldBoundsMax = scene.bounds.getMax();
cb.g_xFrame_WorldBoundsExtents.x = abs(cb.g_xFrame_WorldBoundsMax.x - cb.g_xFrame_WorldBoundsMin.x);
cb.g_xFrame_WorldBoundsExtents.y = abs(cb.g_xFrame_WorldBoundsMax.y - cb.g_xFrame_WorldBoundsMin.y);
cb.g_xFrame_WorldBoundsExtents.z = abs(cb.g_xFrame_WorldBoundsMax.z - cb.g_xFrame_WorldBoundsMin.z);
cb.g_xFrame_WorldBoundsExtents_Inverse.x = 1.0f / cb.g_xFrame_WorldBoundsExtents.x;
cb.g_xFrame_WorldBoundsExtents_Inverse.y = 1.0f / cb.g_xFrame_WorldBoundsExtents.y;
cb.g_xFrame_WorldBoundsExtents_Inverse.z = 1.0f / cb.g_xFrame_WorldBoundsExtents.z;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_FRAME], &cb, threadID);
}
void UpdateCameraCB(const CameraComponent& camera, GRAPHICSTHREAD threadID)
{
CameraCB cb;
XMStoreFloat4x4(&cb.g_xCamera_VP, XMMatrixTranspose(camera.GetViewProjection()));
XMStoreFloat4x4(&cb.g_xCamera_View, XMMatrixTranspose(camera.GetView()));
XMStoreFloat4x4(&cb.g_xCamera_Proj, XMMatrixTranspose(camera.GetProjection()));
cb.g_xCamera_CamPos = camera.Eye;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_CAMERA], &cb, threadID);
}
APICB apiCB[GRAPHICSTHREAD_COUNT];
void SetClipPlane(const XMFLOAT4& clipPlane, GRAPHICSTHREAD threadID)
{
apiCB[threadID].g_xClipPlane = clipPlane;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_API], &apiCB[threadID], threadID);
}
void SetAlphaRef(float alphaRef, GRAPHICSTHREAD threadID)
{
if (alphaRef != apiCB[threadID].g_xAlphaRef)
{
apiCB[threadID].g_xAlphaRef = alphaRef;
GetDevice()->UpdateBuffer(constantBuffers[CBTYPE_API], &apiCB[threadID], threadID);
}
}
void BindGBufferTextures(Texture2D* slot0, Texture2D* slot1, Texture2D* slot2, Texture2D* slot3, Texture2D* slot4, GRAPHICSTHREAD threadID)
{
GetDevice()->BindResource(PS, slot0, TEXSLOT_GBUFFER0, threadID);
GetDevice()->BindResource(PS, slot1, TEXSLOT_GBUFFER1, threadID);
GetDevice()->BindResource(PS, slot2, TEXSLOT_GBUFFER2, threadID);
GetDevice()->BindResource(PS, slot3, TEXSLOT_GBUFFER3, threadID);
GetDevice()->BindResource(PS, slot4, TEXSLOT_GBUFFER4, threadID);
GetDevice()->BindResource(CS, slot0, TEXSLOT_GBUFFER0, threadID);
GetDevice()->BindResource(CS, slot1, TEXSLOT_GBUFFER1, threadID);
GetDevice()->BindResource(CS, slot2, TEXSLOT_GBUFFER2, threadID);
GetDevice()->BindResource(CS, slot3, TEXSLOT_GBUFFER3, threadID);
GetDevice()->BindResource(CS, slot4, TEXSLOT_GBUFFER4, threadID);
}
void BindDepthTextures(Texture2D* depth, Texture2D* linearDepth, GRAPHICSTHREAD threadID)
{
GetDevice()->BindResource(PS, depth, TEXSLOT_DEPTH, threadID);
GetDevice()->BindResource(VS, depth, TEXSLOT_DEPTH, threadID);
GetDevice()->BindResource(GS, depth, TEXSLOT_DEPTH, threadID);
GetDevice()->BindResource(CS, depth, TEXSLOT_DEPTH, threadID);
GetDevice()->BindResource(PS, linearDepth, TEXSLOT_LINEARDEPTH, threadID);
GetDevice()->BindResource(VS, linearDepth, TEXSLOT_LINEARDEPTH, threadID);
GetDevice()->BindResource(GS, linearDepth, TEXSLOT_LINEARDEPTH, threadID);
GetDevice()->BindResource(CS, linearDepth, TEXSLOT_LINEARDEPTH, threadID);
}
Texture2D* GetLuminance(Texture2D* sourceImage, GRAPHICSTHREAD threadID)
{
GraphicsDevice* device = GetDevice();
static Texture2D* luminance_map = nullptr;
static std::vector<Texture2D*> luminance_avg(0);
if (luminance_map == nullptr)
{
SAFE_DELETE(luminance_map);
for (auto& x : luminance_avg)
{
SAFE_DELETE(x);
}
luminance_avg.clear();
// lower power of two
//UINT minRes = wiMath::GetNextPowerOfTwo(min(device->GetScreenWidth(), device->GetScreenHeight())) / 2;
TextureDesc desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = 256;
desc.Height = desc.Width;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = FORMAT_R32_FLOAT;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
device->CreateTexture2D(&desc, nullptr, &luminance_map);
while (desc.Width > 1)
{
desc.Width = max(desc.Width / 16, 1);
desc.Height = desc.Width;
Texture2D* tex = nullptr;
device->CreateTexture2D(&desc, nullptr, &tex);
luminance_avg.push_back(tex);
}
}
if (luminance_map != nullptr)
{
// Pass 1 : Create luminance map from scene tex
TextureDesc luminance_map_desc = luminance_map->GetDesc();
device->BindComputePSO(CPSO[CSTYPE_LUMINANCE_PASS1], threadID);
device->BindResource(CS, sourceImage, TEXSLOT_ONDEMAND0, threadID);
device->BindUAV(CS, luminance_map, 0, threadID);
device->Dispatch(luminance_map_desc.Width/16, luminance_map_desc.Height/16, 1, threadID);
// Pass 2 : Reduce for average luminance until we got an 1x1 texture
TextureDesc luminance_avg_desc;
for (size_t i = 0; i < luminance_avg.size(); ++i)
{
luminance_avg_desc = luminance_avg[i]->GetDesc();
device->BindComputePSO(CPSO[CSTYPE_LUMINANCE_PASS2], threadID);
device->BindUAV(CS, luminance_avg[i], 0, threadID);
if (i > 0)
{
device->BindResource(CS, luminance_avg[i-1], TEXSLOT_ONDEMAND0, threadID);
}
else
{
device->BindResource(CS, luminance_map, TEXSLOT_ONDEMAND0, threadID);
}
device->Dispatch(luminance_avg_desc.Width, luminance_avg_desc.Height, 1, threadID);
}
device->UnbindUAVs(0, 1, threadID);
return luminance_avg.back();
}
return nullptr;
}
const XMFLOAT4& GetWaterPlane()
{
return waterPlane;
}
RAY GetPickRay(long cursorX, long cursorY)
{
const CameraComponent& camera = GetCamera();
XMMATRIX V = camera.GetView();
XMMATRIX P = camera.GetRealProjection();
XMMATRIX W = XMMatrixIdentity();
XMVECTOR& lineStart = XMVector3Unproject(XMVectorSet((float)cursorX, (float)cursorY, 0, 1), 0, 0, camera.width, camera.height, 0.0f, 1.0f, P, V, W);
XMVECTOR& lineEnd = XMVector3Unproject(XMVectorSet((float)cursorX, (float)cursorY, 1, 1), 0, 0, camera.width, camera.height, 0.0f, 1.0f, P, V, W);
XMVECTOR& rayDirection = XMVector3Normalize(XMVectorSubtract(lineEnd, lineStart));
return RAY(lineStart, rayDirection);
}
RayIntersectWorldResult RayIntersectWorld(const RAY& ray, UINT renderTypeMask, uint32_t layerMask)
{
Scene& scene = GetScene();
RayIntersectWorldResult result;
if (scene.objects.GetCount() > 0)
{
const XMVECTOR rayOrigin = XMLoadFloat3(&ray.origin);
const XMVECTOR rayDirection = XMVector3Normalize(XMLoadFloat3(&ray.direction));
for (size_t i = 0; i < scene.aabb_objects.GetCount(); ++i)
{
const AABB& aabb = scene.aabb_objects[i];
if (!ray.intersects(aabb))
{
continue;
}
const ObjectComponent& object = scene.objects[i];
if (object.meshID == INVALID_ENTITY)
{
continue;
}
if (!(renderTypeMask & object.GetRenderTypes()))
{
continue;
}
Entity entity = scene.aabb_objects.GetEntity(i);
const LayerComponent& layer = *scene.layers.GetComponent(entity);
if (layer.GetLayerMask() & layerMask)
{
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
const TransformComponent& transform = scene.transforms[object.transformComponentIndex];
const XMMATRIX objectMat = XMLoadFloat4x4(&transform.world);
const XMMATRIX objectMat_Inverse = XMMatrixInverse(nullptr, objectMat);
const XMVECTOR rayOrigin_local = XMVector3Transform(rayOrigin, objectMat_Inverse);
const XMVECTOR rayDirection_local = XMVector3Normalize(XMVector3TransformNormal(rayDirection, objectMat_Inverse));
const ArmatureComponent* armature = mesh.IsSkinned() ? scene.armatures.GetComponent(mesh.armatureID) : nullptr;
int subsetCounter = 0;
for (auto& subset : mesh.subsets)
{
for (size_t i = 0; i < subset.indexCount; i += 3)
{
const uint32_t i0 = mesh.indices[subset.indexOffset + i + 0];
const uint32_t i1 = mesh.indices[subset.indexOffset + i + 1];
const uint32_t i2 = mesh.indices[subset.indexOffset + i + 2];
XMVECTOR p0 = XMLoadFloat3(&mesh.vertex_positions[i0]);
XMVECTOR p1 = XMLoadFloat3(&mesh.vertex_positions[i1]);
XMVECTOR p2 = XMLoadFloat3(&mesh.vertex_positions[i2]);
if (armature != nullptr)
{
const XMUINT4& ind0 = mesh.vertex_boneindices[i0];
const XMUINT4& ind1 = mesh.vertex_boneindices[i1];
const XMUINT4& ind2 = mesh.vertex_boneindices[i2];
const XMFLOAT4& wei0 = mesh.vertex_boneweights[i0];
const XMFLOAT4& wei1 = mesh.vertex_boneweights[i1];
const XMFLOAT4& wei2 = mesh.vertex_boneweights[i2];
XMMATRIX sump;
sump = armature->boneData[ind0.x].Load() * wei0.x;
sump += armature->boneData[ind0.y].Load() * wei0.y;
sump += armature->boneData[ind0.z].Load() * wei0.z;
sump += armature->boneData[ind0.w].Load() * wei0.w;
p0 = XMVector3Transform(p0, sump);
sump = armature->boneData[ind1.x].Load() * wei1.x;
sump += armature->boneData[ind1.y].Load() * wei1.y;
sump += armature->boneData[ind1.z].Load() * wei1.z;
sump += armature->boneData[ind1.w].Load() * wei1.w;
p1 = XMVector3Transform(p1, sump);
sump = armature->boneData[ind2.x].Load() * wei2.x;
sump += armature->boneData[ind2.y].Load() * wei2.y;
sump += armature->boneData[ind2.z].Load() * wei2.z;
sump += armature->boneData[ind2.w].Load() * wei2.w;
p2 = XMVector3Transform(p2, sump);
}
float distance;
if (TriangleTests::Intersects(rayOrigin_local, rayDirection_local, p0, p1, p2, distance))
{
const XMVECTOR pos = XMVector3Transform(XMVectorAdd(rayOrigin_local, rayDirection_local*distance), objectMat);
distance = wiMath::Distance(pos, rayOrigin);
if (distance < result.distance)
{
const XMVECTOR nor = XMVector3Normalize(XMVector3TransformNormal(XMVector3Cross(XMVectorSubtract(p2, p1), XMVectorSubtract(p1, p0)), objectMat));
result.entity = entity;
XMStoreFloat3(&result.position, pos);
XMStoreFloat3(&result.normal, nor);
result.distance = distance;
result.subsetIndex = subsetCounter;
}
}
}
subsetCounter++;
}
}
}
}
return result;
}
void AddRenderableBox(const XMFLOAT4X4& boxMatrix, const XMFLOAT4& color)
{
renderableBoxes.push_back(pair<XMFLOAT4X4,XMFLOAT4>(boxMatrix,color));
}
void AddRenderableLine(const RenderableLine& line)
{
renderableLines.push_back(line);
}
void AddDeferredMIPGen(Texture2D* tex)
{
deferredMIPGenLock.lock();
deferredMIPGens.insert(tex);
deferredMIPGenLock.unlock();
}
void LoadModel(const std::string& fileName, const XMMATRIX& transformMatrix)
{
wiArchive archive(fileName, true);
if (archive.IsOpen())
{
// Create new scene
Scene scene;
// Serialize it from file:
scene.Serialize(archive);
if (!XMMatrixIsIdentity(transformMatrix))
{
// Apply the optional transformation matrix to the new scene:
// First, create new root parent:
Entity parent = CreateEntity();
scene.transforms.Create(parent);
// Then all unparented(root) transforms will be parented to "parent"
for (size_t i = 0; i < scene.transforms.GetCount() - 1; ++i) // GetCount() - 1 because the last added was the "parent"
{
Entity entity = scene.transforms.GetEntity(i);
if (!scene.hierarchy.Contains(entity))
{
scene.Component_Attach(entity, parent);
}
}
// The parent component is transformed, scene is updated, then parent is deleted:
scene.transforms.GetComponent(parent)->MatrixTransform(transformMatrix);
scene.Update(0);
scene.Component_DetachChildren(parent);
scene.Entity_Remove(parent);
}
// Merge with the original scene:
GetScene().Merge(scene);
}
}
void SetResolutionScale(float value) { RESOLUTIONSCALE = value; }
float GetResolutionScale() { return RESOLUTIONSCALE; }
int GetShadowRes2D() { return SHADOWRES_2D; }
int GetShadowResCube() { return SHADOWRES_CUBE; }
void SetTransparentShadowsEnabled(float value) { TRANSPARENTSHADOWSENABLED = value; }
float GetTransparentShadowsEnabled() { return TRANSPARENTSHADOWSENABLED; }
XMUINT2 GetInternalResolution() { return XMUINT2((UINT)ceilf(GetDevice()->GetScreenWidth()*GetResolutionScale()), (UINT)ceilf(GetDevice()->GetScreenHeight()*GetResolutionScale())); }
bool ResolutionChanged()
{
//detect internal resolution change:
static float _savedresscale = GetResolutionScale();
static uint64_t lastFrameInternalResChange = 0;
if (_savedresscale != GetResolutionScale() || lastFrameInternalResChange == GetDevice()->GetFrameCount())
{
_savedresscale = GetResolutionScale();
lastFrameInternalResChange = GetDevice()->GetFrameCount();
return true;
}
// detect device resolution change:
return GetDevice()->ResolutionChanged();
}
void SetGamma(float value) { GAMMA = value; }
float GetGamma() { return GAMMA; }
void SetWireRender(bool value) { wireRender = value; }
bool IsWireRender() { return wireRender; }
void SetToDrawDebugBoneLines(bool param) { debugBoneLines = param; }
bool GetToDrawDebugBoneLines() { return debugBoneLines; }
void SetToDrawDebugPartitionTree(bool param) { debugPartitionTree = param; }
bool GetToDrawDebugPartitionTree() { return debugPartitionTree; }
bool GetToDrawDebugEnvProbes() { return debugEnvProbes; }
void SetToDrawDebugEnvProbes(bool value) { debugEnvProbes = value; }
void SetToDrawDebugEmitters(bool param) { debugEmitters = param; }
bool GetToDrawDebugEmitters() { return debugEmitters; }
void SetToDrawDebugForceFields(bool param) { debugForceFields = param; }
bool GetToDrawDebugForceFields() { return debugForceFields; }
void SetToDrawDebugCameras(bool param) { debugCameras = param; }
bool GetToDrawDebugCameras() { return debugCameras; }
bool GetToDrawGridHelper() { return gridHelper; }
void SetToDrawGridHelper(bool value) { gridHelper = value; }
bool GetToDrawVoxelHelper() { return voxelHelper; }
void SetToDrawVoxelHelper(bool value) { voxelHelper = value; }
void SetDebugLightCulling(bool enabled) { debugLightCulling = enabled; }
bool GetDebugLightCulling() { return debugLightCulling; }
void SetAdvancedLightCulling(bool enabled) { advancedLightCulling = enabled; }
bool GetAdvancedLightCulling() { return advancedLightCulling; }
void SetAlphaCompositionEnabled(bool enabled) { ALPHACOMPOSITIONENABLED = enabled; }
bool GetAlphaCompositionEnabled() { return ALPHACOMPOSITIONENABLED; }
void SetOcclusionCullingEnabled(bool value)
{
static bool initialized = false;
if (!initialized && value == true)
{
initialized = true;
GPUQueryDesc desc;
desc.Type = GPU_QUERY_TYPE_OCCLUSION_PREDICATE;
desc.MiscFlags = 0;
desc.async_latency = 1;
for (int i = 0; i < ARRAYSIZE(occlusionQueries); ++i)
{
GetDevice()->CreateQuery(&desc, &occlusionQueries[i]);
occlusionQueries[i].result_passed = TRUE;
}
}
occlusionCulling = value;
}
bool GetOcclusionCullingEnabled() { return occlusionCulling; }
void SetLDSSkinningEnabled(bool enabled) { ldsSkinningEnabled = enabled; }
bool GetLDSSkinningEnabled() { return ldsSkinningEnabled; }
void SetTemporalAAEnabled(bool enabled) { temporalAA = enabled; }
bool GetTemporalAAEnabled() { return temporalAA; }
void SetTemporalAADebugEnabled(bool enabled) { temporalAADEBUG = enabled; }
bool GetTemporalAADebugEnabled() { return temporalAADEBUG; }
void SetFreezeCullingCameraEnabled(bool enabled) { freezeCullingCamera = enabled; }
bool GetFreezeCullingCameraEnabled() { return freezeCullingCamera; }
void SetVoxelRadianceEnabled(bool enabled) { voxelSceneData.enabled = enabled; }
bool GetVoxelRadianceEnabled() { return voxelSceneData.enabled; }
void SetVoxelRadianceSecondaryBounceEnabled(bool enabled) { voxelSceneData.secondaryBounceEnabled = enabled; }
bool GetVoxelRadianceSecondaryBounceEnabled() { return voxelSceneData.secondaryBounceEnabled; }
void SetVoxelRadianceReflectionsEnabled(bool enabled) { voxelSceneData.reflectionsEnabled = enabled; }
bool GetVoxelRadianceReflectionsEnabled() { return voxelSceneData.reflectionsEnabled; }
void SetVoxelRadianceVoxelSize(float value) { voxelSceneData.voxelsize = value; }
float GetVoxelRadianceVoxelSize() { return voxelSceneData.voxelsize; }
int GetVoxelRadianceResolution() { return voxelSceneData.res; }
void SetVoxelRadianceNumCones(int value) { voxelSceneData.numCones = value; }
int GetVoxelRadianceNumCones() { return voxelSceneData.numCones; }
float GetVoxelRadianceRayStepSize() { return voxelSceneData.rayStepSize; }
void SetVoxelRadianceRayStepSize(float value) { voxelSceneData.rayStepSize = value; }
void SetSpecularAAParam(float value) { SPECULARAA = value; }
float GetSpecularAAParam() { return SPECULARAA; }
void SetAdvancedRefractionsEnabled(bool value) { advancedRefractions = value; }
bool GetAdvancedRefractionsEnabled() { return advancedRefractions; }
bool IsRequestedReflectionRendering() { return requestReflectionRendering; }
void SetEnvironmentMap(wiGraphicsTypes::Texture2D* tex) { enviroMap = tex; }
Texture2D* GetEnvironmentMap() { return enviroMap; }
void SetGameSpeed(float value) { GameSpeed = max(0, value); }
float GetGameSpeed() { return GameSpeed; }
void SetOceanEnabled(bool enabled)
{
SAFE_DELETE(ocean);
if (enabled)
{
Scene& scene = GetScene();
ocean = new wiOcean(scene.weather);
}
}
bool GetOceanEnabled() { return ocean != nullptr; }
}