This commit is contained in:
2025-05-13 02:46:21 +03:00
parent 143e16692e
commit 86914b7fcc
610 changed files with 92343 additions and 2 deletions
+21
View File
@@ -0,0 +1,21 @@
#ifndef IRenderPath_h__
#define IRenderPath_h__
#include "CG.h"
namespace LifeGraphics
{
class IScene;
namespace RenderPath
{
class IRenderPath
{
public:
virtual ~IRenderPath() {}
virtual void Render(LifeGraphics::IScene* pScene) = 0;
protected:
IRenderer* pRenderer;
};
}
}
#endif // IRenderPath_h__
@@ -0,0 +1,28 @@
#ifndef IRenderPathShadow_h__
#define IRenderPathShadow_h__
#include "renderpath/IRenderPath.h"
#include "Light.h"
#include "ShadowMapManager.h"
#include "queries/IFrustumQuery.h"
namespace LifeGraphics { namespace RenderPath
{
class IRenderPathShadow : public IRenderPath
{
public:
IRenderPathShadow(ShadowMapManager* sm)
{
pShadowManager = sm;
}
virtual ~IRenderPathShadow() {}
virtual void SetLight(const Light& _light) = 0;
protected:
Light light;
ShadowMapManager* pShadowManager;
IConstantBuffer* cbCamera;
IConstantBuffer* cbLight;
IFrustumQuery frustumQuery;
};
}}
#endif // IRenderPathShadow_h__
@@ -0,0 +1,4 @@
#ifndef RenderPathDefault_h__
#define RenderPathDefault_h__
#endif // RenderPathDefault_h__
@@ -0,0 +1,16 @@
#ifndef RenderPathDefault_h__
#define RenderPathDefault_h__
#include "renderpath/IRenderPath.h"
namespace LifeGraphics { namespace RenderPath
{
class RenderPathDefault : public IRenderPath
{
public:
RenderPathDefault();
~RenderPathDefault();
void Render(IScene* pScene);
};
}}
#endif // RenderPathDefault_h__
@@ -0,0 +1,4 @@
#ifndef RenderPathDeferred_h__
#define RenderPathDeferred_h__
#endif // RenderPathDeferred_h__
@@ -0,0 +1,4 @@
#ifndef RenderPathForward_h__
#define RenderPathForward_h__
#endif // RenderPathForward_h__
@@ -0,0 +1,128 @@
#include "renderpath/RenderPathOmniShadow.h"
#include "IScene.h"
namespace LifeGraphics { namespace RenderPath
{
RenderPathOmniShadow::RenderPathOmniShadow(ShadowMapManager* sm)
:IRenderPathShadow(sm)
{
pRenderer = CG::me()->GetRenderer();
renderTarget = pRenderer->CreateRenderTargetCube(512, FORMAT_R32_FLOAT);
depthTarget = pRenderer->CreateDepthTargetCube(512, FORMAT_D24_UNORM_S8_UINT);
cbCamera = pRenderer->CreateConstantBuffer(sizeof(PER_CAMERA_CONSTANTS));
//cbLight = pRenderer->CreateConstantBuffer(sizeof(POINT_LIGHT_DATA));
}
RenderPathOmniShadow::~RenderPathOmniShadow()
{
}
void RenderPathOmniShadow::SetLight(const Light& _light)
{
light = _light;
}
void RenderPathOmniShadow::Render(IScene* pScene)
{
//top, bottom, left, right, front, back directions
static LifeMath::float3 dir[6] =
{
LifeMath::float3( 1, 0, 0),
LifeMath::float3( -1, 0, 0),
LifeMath::float3( 0, 1, 0),
LifeMath::float3( 0, -1, 0),
LifeMath::float3( 0, 0, 1),
LifeMath::float3( 0, 0, -1),
};
LifeMath::float3 lightPos = light.getTransform()->GetPosition();
//compute 6 cube face cameras
for(int i = 0; i < 6; i++)
{
cam[i].setPosition(lightPos);
cam[i].setDirection(dir[i] + lightPos);
cam[i].setFov(3.1415f * 0.5f);
cam[i].setAspect(1.0f);
cam[i].setNear(0.1f);
cam[i].setFar(light.getRange());
}
LifeMath::Rect2i vp(0,0,512,512);
pRenderer->SetViewport(vp);
//for render scene depth to 6 cube faces
for(int i = 0; i < 6; i++)
{
//pRenderer->SetCubeTarget(NULL, depthTarget, i);
//pRenderer->ClearRenderTarget()
static LifeMath::float4 clearColor(0,0,0,0);
pRenderer->ClearDepthStencil(depthTarget->getSurface(i), 1, 1.0f, 0);
pRenderer->ClearRenderTarget(renderTarget->getSurface(i), &clearColor);
pRenderer->SetTargets(renderTarget->getSurface(i), depthTarget->getSurface(i));
frustumQuery.SetFrustum(*cam[i].getFrustum());
frustumQuery.Filration = true;
frustumQuery.filter = NT_MESH;
//get all visible objects
pScene->PerformQuery(&frustumQuery);
int nc = frustumQuery.Size();
PER_CAMERA_CONSTANTS pccs = {0};
pccs.camNearFar = LifeMath::float4(cam[i].getNear(), cam[i].getFar(), 0.0f,0.0f);
pccs.mView = cam[i].getView();
pccs.mProj = cam[i].getProj();
pccs.mInvVP = pccs.mView * pccs.mProj;
LifeMath::float3 camPosl = cam[i].getPosition();
LifeMath::float3 camDirl = cam[i].getDirection();
pccs.camPos = camPosl;
pccs.camDir = camDirl;
cbCamera->Update(&pccs, sizeof(PER_CAMERA_CONSTANTS));
pRenderer->SetVSConstantBuffer(cbCamera, 1);
pRenderer->SetPSConstantBuffer(cbCamera, 1);
pRenderer->SetDepthStencilState(pShadowManager->depthState);
for(int j = 0; j < nc; j++)
{
IObject* mesh = static_cast<IObject*>(frustumQuery[j]);
mesh->bind();
for(int k = 0; k < mesh->getSumbeshCount(); k++)
{
IMaterialProxy* mat = mesh->getMaterial(k);
mat->SelectTechnique(MT_RENDER_DEFERRED);
mat->GetTechnique()->SelectPass(MP_DEPTH_SM);
IMaterialPass* pass = mat->GetTechnique()->GetPass();
pass->Apply();
//pRenderer->SetVertexShader(mat->g_buffer_pass_vs);
/*if(mat->diffuseMap.ptr())
{
pRenderer->SetPSTexture(mat->diffuseMap.ptr(), 0);
}
if(mat->AlphaTest || mat->AlphaBlendEnable)
{
pRenderer->SetPixelShader(pShadowManager->rtdCubePsAT);
}
else
{
pRenderer->SetPixelShader(pShadowManager->rtdCubePs);
}*/
mesh->render(k);
}
}
frustumQuery.Flush();
//IGraphicsNode* n = frustumQuery[0]->
}
// renderTarget->ToFile("C:\\cube_shadow.dds");
}
}}
@@ -0,0 +1,27 @@
#ifndef RenderPathOmniShadow_h__
#define RenderPathOmniShadow_h__
#include "renderpath/IRenderPathShadow.h"
#include "constants.h"
namespace LifeGraphics { namespace RenderPath
{
class RenderPathOmniShadow : public IRenderPathShadow
{
public:
RenderPathOmniShadow(ShadowMapManager* sm);
~RenderPathOmniShadow();
void SetLight(const Light& _light);
void Render(IScene* pScene);
ITexture2D* GetShadowMap()
{
return renderTarget;
}
protected:
Camera cam[6];
ITexture2D* depthTarget;
ITexture2D* renderTarget;
};
}}
#endif // RenderPathOmniShadow_h__
@@ -0,0 +1,102 @@
#include "renderpath/RenderPathSpotShadow.h"
#include "IScene.h"
namespace LifeGraphics
{
namespace RenderPath
{
RenderPathSpotShadow::RenderPathSpotShadow(ShadowMapManager* sm)
:IRenderPathShadow(sm)
{
pRenderer = CG::me()->GetRenderer();
renderTarget = pRenderer->CreateRenderTarget(512, 512, FORMAT_R32_FLOAT);
depthTarget = pRenderer->CreateDepthTarget(512, 512, FORMAT_D24_UNORM_S8_UINT);
cbCamera = pRenderer->CreateConstantBuffer(sizeof(PER_CAMERA_CONSTANTS));
}
RenderPathSpotShadow::~RenderPathSpotShadow()
{
}
void RenderPathSpotShadow::Render(LifeGraphics::IScene* pScene)
{
Frustum f = *light.getFrustum();
frustumQuery.SetFrustum(f);
frustumQuery.Filration = true;
frustumQuery.filter = NT_MESH;
//get all visible objects
pScene->PerformQuery(&frustumQuery);
//if there is any visible objects for light frustum - start rendering shadow map
int objCount = frustumQuery.Size();
if(objCount)
{
LifeMath::Rect2i vp(0,0,512,512);
pRenderer->SetViewport(vp);
pRenderer->SetScissorRectangle(vp);
pRenderer->SetTargets(renderTarget, depthTarget);
LifeMath::float4 color = LifeMath::float4(1.0f, 1.0f, 1.0f, 1.0f);
pRenderer->ClearDepthStencil(depthTarget, 1.0f, 0);
PER_CAMERA_CONSTANTS pccs = {0};
pccs.camNearFar = LifeMath::float4(0.1f, light.getRange(), 0.0f,0.0f);
pccs.mView = light.getView();
pccs.mProj = light.getProj();
pccs.mInvVP = pccs.mView * pccs.mProj;
LifeMath::float3 camPosl = light.getPosition();
LifeMath::float3 camDirl = light.getDirection();
pccs.camPos = camPosl;
pccs.camDir = camDirl - camPosl;
LifeMath::Vec3Normalize(&pccs.camDir);
cbCamera->Update(&pccs, sizeof(PER_CAMERA_CONSTANTS));
pRenderer->SetVSConstantBuffer(cbCamera, 1);
pRenderer->SetPSConstantBuffer(cbCamera, 1);
pRenderer->SetDepthStencilState(this->pShadowManager->depthState);
pRenderer->SetPSTextureSampler(this->pShadowManager->samplerPCF, 2);
//render each visible object to shadow map
for(int i = 0; i < objCount; i++)
{
IObject* mesh = static_cast<IObject*>(frustumQuery[i]);
mesh->bind();
for(int i = 0; i < mesh->getSumbeshCount(); i++)
{
IMaterialProxy* mat = mesh->getMaterial(i);
mat->SelectTechnique(MT_RENDER_DEFERRED);
mat->GetTechnique()->SelectPass(MP_DEPTH_SM);
IMaterialPass* pass = mat->GetTechnique()->GetPass();
pass->Apply();
printf("Epic fail\n!");
/*pRenderer->SetVertexShader(mat->g_buffer_pass_vs);
if(mat->diffuseMap.ptr())
{
pRenderer->SetPSTexture(mat->diffuseMap.ptr(), 0);
}
if(mat->AlphaTest || mat->AlphaBlendEnable)
{
pRenderer->SetPixelShader(pShadowManager->rtdPsAT);
}
else
{
pRenderer->SetPixelShader(pShadowManager->rtdPs);
}*/
mesh->render(i);
}
}
frustumQuery.Flush();
}
}
void RenderPathSpotShadow::SetLight(const Light& _light)
{
light = _light;
}
}
}
@@ -0,0 +1,27 @@
#ifndef RenderPathSpotShadow_h__
#define RenderPathSpotShadow_h__
#include "renderpath/IRenderPathShadow.h"
namespace LifeGraphics
{
namespace RenderPath
{
class RenderPathSpotShadow : public IRenderPathShadow
{
public:
RenderPathSpotShadow(ShadowMapManager* sm);
~RenderPathSpotShadow();
void Render(LifeGraphics::IScene* pScene);
void SetLight(const Light& _light);
ITexture2D* GetShadowMap()
{
return renderTarget;
}
private:
ITexture2D* depthTarget;
ITexture2D* renderTarget;
};
}
}
#endif // RenderPathSpotShadow_h__