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Scene.cs
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Scene.cs
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using System.Windows.Forms;
using SlimDX;
using SlimDX.D3DCompiler;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using Device = SlimDX.Direct3D11.Device;
using Resource = SlimDX.Direct3D11.Resource;
using System.IO;
using Math = System.Math;
using String = System.String;
using System;
namespace CSharpRenderer
{
class Scene
{
Camera m_ViewportCamera;
Camera m_ShadowCamera;
RenderTargetSet.RenderTargetDescriptor m_FullResDescriptor;
RenderTargetSet.RenderTargetDescriptor m_HalfResDescriptor;
RenderTargetSet.RenderTargetDescriptor m_FullResAndDepthDescriptor;
RenderTargetSet.RenderTargetDescriptor m_ResolvedColorDescriptor;
RenderTargetSet.RenderTargetDescriptor m_SSAODescriptor;
SimpleSceneWrapper m_SimpleSceneWrapper;
ScatterDOFPass m_ScatterDOFPass;
ResolveHDRPass m_ResolveHDRPass;
FxaaPass m_FxaaPass;
ResolveMotionVectorsPass m_ResolveMotionVectorsPass;
ResolveTemporalMotionBasedPass m_ResolveTemporalPass;
SSAOEffectPass m_SSAOPass;
SSReflectionsEffectPass m_SSReflectionsPass;
GlobalIlluminationRenderer m_GIRenderer;
LuminanceCalculations m_LuminanceCalculations;
ShadowEVSMGenerator m_ShadowEVSMGenerator;
DepthOperationsPass m_DepthOperationsPass;
VolumetricFog m_VolumetricFog;
RenderTargetSet m_ResolvedShadow;
int m_ResolutionX;
int m_ResolutionY;
const int POISSON_SAMPLE_NUM = 8;
float[] POISSON_SAMPLES;
CustomConstantBufferInstance m_ForwardPassBuffer;
CustomConstantBufferInstance m_CurrentViewportBuffer;
CustomConstantBufferInstance m_ViewportConstantBuffer;
CustomConstantBufferInstance m_PostEffectsConstantBuffer;
TextureObject m_CubeObject;
TextureObject m_CubeObjectFiltered;
TextureObject m_CubeDepthObject;
bool m_ShadowsInitialized;
DateTime m_StartTime;
public Scene()
{
m_ViewportCamera = new Camera();
m_ViewportCamera.m_CameraPosition.Y += 1.0f;
m_ShadowCamera = new Camera(true);
m_SimpleSceneWrapper = new SimpleSceneWrapper();
m_ShadowsInitialized = false;
}
public void Initialize(Device device, Form form, Panel panel, int resolutionX, int resolutionY)
{
m_ResolutionX = resolutionX;
m_ResolutionY = resolutionY;
m_FullResDescriptor = new RenderTargetSet.RenderTargetDescriptor()
{
m_Format = Format.R16G16B16A16_Float,
m_HasDepth = false,
m_NumSurfaces = 1,
m_Height = resolutionY,
m_Width = resolutionX
};
m_FullResAndDepthDescriptor = new RenderTargetSet.RenderTargetDescriptor()
{
m_Format = Format.R16G16B16A16_Float,
m_HasDepth = true,
m_NumSurfaces = 1,
m_Height = resolutionY,
m_Width = resolutionX
};
m_ResolvedColorDescriptor = new RenderTargetSet.RenderTargetDescriptor()
{
m_Format = Format.R8G8B8A8_UNorm,
m_HasDepth = false,
m_NumSurfaces = 1,
m_Height = resolutionY,
m_Width = resolutionX
};
m_SSAODescriptor = new RenderTargetSet.RenderTargetDescriptor()
{
m_Format = Format.R8_UNorm,
m_HasDepth = false,
m_NumSurfaces = 1,
m_Height = resolutionY / 2,
m_Width = resolutionX / 2
};
m_HalfResDescriptor = new RenderTargetSet.RenderTargetDescriptor()
{
m_Format = Format.R16G16B16A16_Float,
m_HasDepth = false,
m_NumSurfaces = 1,
m_Height = resolutionY / 2,
m_Width = resolutionX / 2
};
m_SimpleSceneWrapper.Initialize(device, "sponza");
TemporalSurfaceManager.InitializeRenderTarget("SceneMainRender", m_FullResAndDepthDescriptor);
TemporalSurfaceManager.InitializeRenderTarget("ResolvedColor", m_ResolvedColorDescriptor );
TemporalSurfaceManager.InitializeRenderTarget("MotionVectors",
new RenderTargetSet.RenderTargetDescriptor()
{
m_Format = Format.R16G16_Float,
m_HasDepth = false,
m_NumSurfaces = 1,
m_Height = resolutionY,
m_Width = resolutionX
});
m_PostEffectsConstantBuffer = ShaderManager.CreateConstantBufferInstance("PostEffects", device);
m_ForwardPassBuffer = ShaderManager.CreateConstantBufferInstance("ForwardPassBuffer", device);
m_ViewportConstantBuffer = ShaderManager.CreateConstantBufferInstance("GlobalViewportBuffer", device);
m_CurrentViewportBuffer = ShaderManager.CreateConstantBufferInstance("CurrentViewport", device);
Vector3 min, max;
m_SimpleSceneWrapper.GetSceneBounds(out min, out max);
m_GIRenderer = new GlobalIlluminationRenderer(device, min, max);
// Init passes
m_ScatterDOFPass = new ScatterDOFPass();
m_ScatterDOFPass.Initialize(device, resolutionX, resolutionY);
m_ResolveHDRPass = new ResolveHDRPass();
m_ResolveMotionVectorsPass = new ResolveMotionVectorsPass();
m_ResolveTemporalPass = new ResolveTemporalMotionBasedPass();
m_FxaaPass = new FxaaPass();
m_DepthOperationsPass = new DepthOperationsPass(resolutionX, resolutionY);
m_SSAOPass = new SSAOEffectPass(device, resolutionX / 2, resolutionY / 2);
m_SSReflectionsPass = new SSReflectionsEffectPass(device, resolutionX / 2, resolutionY / 2);
m_LuminanceCalculations = new LuminanceCalculations(device, resolutionX, resolutionY);
m_ShadowEVSMGenerator = new ShadowEVSMGenerator();
m_VolumetricFog = new VolumetricFog();
m_VolumetricFog.Initialize(device);
m_StartTime = DateTime.Now;
m_ViewportCamera.BindToInput(form, panel);
POISSON_SAMPLES = new float[POISSON_SAMPLE_NUM * 2]
{
0.655897408497f, 0.95575996511f,
0.944576716895f, 0.455478901428f,
0.203683172197f, 0.0177149729234f,
0.383628747896f, 0.379284571357f,
0.945473563065f, 0.779431977074f,
0.570420562284f, 0.576156483093f,
0.674354533289f, 0.286346887653f,
0.347776132801f, 0.734938485879f,
};
m_CubeObject = TextureObject.CreateCubeTexture(device, 256, 256, 1, Format.R16G16B16A16_Float, false, true);
m_CubeObjectFiltered = TextureObject.CreateCubeTexture(device, 256, 256, 7, Format.R16G16B16A16_Float, false, true);
m_CubeDepthObject = TextureObject.CreateCubeTexture(device, 256, 256, 1, Format.R32_Typeless, true, true);
}
public void RenderFrame(DeviceContext context, double timeElapsed, RenderTargetSet targetRT)
{
ShaderManager.BindSamplerStates(context);
PerlinNoiseRenderHelper.BindTextures(context);
RenderTargetSet currentFrameMainBuffer = TemporalSurfaceManager.GetRenderTargetCurrent("SceneMainRender");
RenderTargetSet ssaoRT = RenderTargetManager.RequestRenderTargetFromPool(m_SSAODescriptor);
bool useTemporal = !DebugManager.m_DisabledTemporal;
if (!m_ShadowsInitialized)
{
InitializeShadowmapAndCubemaps(context, timeElapsed);
}
CalculateAndUpdateConstantBuffer(context, timeElapsed);
if (false)
{
m_GIRenderer.PartialGIUpdate(context, m_SimpleSceneWrapper, m_ResolvedShadow);
}
m_CurrentViewportBuffer.Bind(context);
using (new GpuProfilePoint(context, "DepthPrepass"))
{
// set the shaders
context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene"));
context.PixelShader.Set(ShaderManager.GetPixelShader("DepthNormalPrepass"));
currentFrameMainBuffer.Clear(context, new Color4(1.0f, 1.0f, 1.0f, 1.5f), true);
currentFrameMainBuffer.BindAsRenderTarget(context, true, true);
ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthWriteCompare);
// render triangles
m_SimpleSceneWrapper.Render(context);
ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth);
RenderTargetSet.BindNull(context);
DebugManager.RegisterDebug(context, "NormalsPrepass", currentFrameMainBuffer);
}
RenderTargetSet motionVectorsSurface = TemporalSurfaceManager.GetRenderTargetCurrent("MotionVectors");
RenderTargetSet motionVectorsSurfacePrevious = TemporalSurfaceManager.GetRenderTargetHistory("MotionVectors");
m_ResolveMotionVectorsPass.ExecutePass(context, motionVectorsSurface, currentFrameMainBuffer);
DebugManager.RegisterDebug(context, "MotionVectors", motionVectorsSurface);
m_DepthOperationsPass.ExecutePass(context, currentFrameMainBuffer);
RenderTargetSet linearDepth = m_DepthOperationsPass.m_LinearDepth;
m_SSAOPass.ExecutePass(context, ssaoRT, m_DepthOperationsPass.m_HalfLinearDepth, motionVectorsSurface, m_DepthOperationsPass.m_HalfNormals, m_DepthOperationsPass);
m_SSReflectionsPass.ExecutePass(context, m_DepthOperationsPass.m_HalfLinearDepth, motionVectorsSurface, m_DepthOperationsPass.m_HalfNormals, TemporalSurfaceManager.GetRenderTargetHistory("SceneMainRender"), m_ViewportCamera, m_DepthOperationsPass);
m_VolumetricFog.RenderVolumetricFog(context, m_ResolvedShadow.m_RenderTargets[0], m_GIRenderer);
using (new GpuProfilePoint(context, "MainForwardRender"))
{
// set the shaders
context.VertexShader.Set(ShaderManager.GetVertexShader("VertexScene"));
context.PixelShader.Set(ShaderManager.GetPixelShader("PixelScene"));
currentFrameMainBuffer.BindAsRenderTarget(context, true);
m_ResolvedShadow.BindSRV(context, 0);
ssaoRT.BindSRV(context, 1);
TemporalSurfaceManager.GetRenderTargetCurrent("SSReflections").BindSRV(context, 2);
m_DepthOperationsPass.m_BilateralUpsampleOffsets.BindSRV(context, 10);
context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeR.m_ShaderResourceView, 5);
context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeG.m_ShaderResourceView, 6);
context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeB.m_ShaderResourceView, 7);
context.PixelShader.SetShaderResource(m_VolumetricFog.m_ScatteringTexture.m_ShaderResourceView, 8);
context.PixelShader.SetShaderResource(m_CubeObjectFiltered.m_ShaderResourceView, 11);
ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.DepthCompare);
LightingLUTHelper.BindTextures(context);
// render triangles
m_SimpleSceneWrapper.Render(context);
// render sky
PostEffectHelper.RenderFullscreenTriangle(context, "Sky", true);
ContextHelper.SetDepthStencilState(context, ContextHelper.DepthConfigurationType.NoDepth);
RenderTargetSet.BindNull(context);
}
RenderTargetManager.ReleaseRenderTargetToPool(ssaoRT);
using (new GpuProfilePoint(context, "PostEffects"))
{
RenderTargetSet postEffectSurfacePong = RenderTargetManager.RequestRenderTargetFromPool(m_FullResDescriptor);
RenderTargetSet source, dest;
source = currentFrameMainBuffer;
dest = postEffectSurfacePong;
dynamic ppcb = m_PostEffectsConstantBuffer;
if (ppcb.g_DofCoCScale > 0.0f)
{
m_ScatterDOFPass.ExecutePass(context, dest, currentFrameMainBuffer, currentFrameMainBuffer);
PostEffectHelper.Swap(ref source, ref dest);
}
RenderTargetSet luminanceTexture = m_LuminanceCalculations.ExecutePass(context, source);
RenderTargetSet resolvedCurrent = TemporalSurfaceManager.GetRenderTargetCurrent("ResolvedColor");
RenderTargetSet resolvedHistory = TemporalSurfaceManager.GetRenderTargetHistory("ResolvedColor");
m_ResolveHDRPass.ExecutePass(context, resolvedCurrent, source, luminanceTexture);
DebugManager.RegisterDebug(context, "ResolvedNoTemporal", resolvedCurrent);
RenderTargetSet resolvedTemporal = RenderTargetManager.RequestRenderTargetFromPool(m_ResolvedColorDescriptor);
RenderTargetSet finalResolvedTarget = resolvedCurrent;
if (useTemporal)
{
m_ResolveTemporalPass.ExecutePass(context, resolvedTemporal, resolvedCurrent, resolvedHistory, motionVectorsSurface, motionVectorsSurfacePrevious, true);
finalResolvedTarget = resolvedTemporal;
}
DebugManager.RegisterDebug(context, "ResolvedNoFXAA", finalResolvedTarget);
m_FxaaPass.ExecutePass(context, targetRT, finalResolvedTarget);
RenderTargetManager.ReleaseRenderTargetToPool(resolvedTemporal);
RenderTargetManager.ReleaseRenderTargetToPool(postEffectSurfacePong);
}
}
private void InitializeShadowmapAndCubemaps(DeviceContext context, double timeElapsed)
{
m_ShadowCamera.m_CameraForward = new Vector3(-0.15f, -1.0f, 0.15f);
m_ShadowCamera.m_CameraForward.Normalize();
Vector3 min, max;
m_SimpleSceneWrapper.GetSceneBounds(out min, out max);
Vector3 sceneTop = (min + max) * 0.5f;
sceneTop.Y = max.Y;
m_ShadowCamera.m_OrthoZoomX = (max.X - min.X) * 0.7f; // some overlap
m_ShadowCamera.m_OrthoZoomY = (max.Z - min.Z) * 0.7f;
m_ShadowCamera.m_CameraPosition = sceneTop - m_ShadowCamera.m_CameraForward * 50.0f;
m_ShadowCamera.m_CameraUp = new Vector3(0, 0, 1);
CalculateAndUpdateConstantBuffer(context, timeElapsed);
m_ResolvedShadow = m_ShadowEVSMGenerator.RenderShadows(context, m_SimpleSceneWrapper);
context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeR.m_ShaderResourceView, 5);
context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeG.m_ShaderResourceView, 6);
context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeB.m_ShaderResourceView, 7);
m_ResolvedShadow.BindSRV(context, 0);
CubemapRenderHelper.RenderCubemap(context, m_CubeObject, m_CubeDepthObject, m_SimpleSceneWrapper, m_ViewportCamera.m_CameraPosition, 256.0f, false, new Color4(1.0f, 1.0f, 1.0f, 1.5f));
CubemapRenderHelper.GenerateCubemapMips(context, "PrefilterEnvLighting", m_CubeObjectFiltered, m_CubeObject);
m_ShadowsInitialized = true;
}
private void CalculateAndUpdateConstantBuffer(DeviceContext context, double tick)
{
Matrix previousFrameViewProjMatrix = m_ViewportCamera.m_ViewProjectionMatrix;
m_ViewportCamera.TickCamera(tick);
dynamic mcb = m_ForwardPassBuffer;
dynamic vcb = m_ViewportConstantBuffer;
dynamic ppcb = m_PostEffectsConstantBuffer;
dynamic cvpb = m_CurrentViewportBuffer;
m_ViewportCamera.CalculateMatrices();
m_ShadowCamera.CalculateMatrices();
// Temporal component of matrix
Matrix temporalJitter = Matrix.Identity;
if (!DebugManager.m_DisabledTemporal)
{
temporalJitter = Matrix.Translation((POISSON_SAMPLES[(Program.m_FrameNumber) % POISSON_SAMPLE_NUM * 2 + 0] * 2.0f - 1.0f) / (float)m_ResolutionX, (POISSON_SAMPLES[(Program.m_FrameNumber) % POISSON_SAMPLE_NUM * 2 + 1] * 2.0f - 1.0f) / (float)m_ResolutionY, 0.0f);
}
m_ScatterDOFPass.m_DebugBokeh = ppcb.g_DebugBokeh > 0.5f;
Vector3 sceneMin, sceneMax;
m_SimpleSceneWrapper.GetSceneBounds(out sceneMin, out sceneMax);
vcb.g_ViewProjMatrixPrevFrame = previousFrameViewProjMatrix;
cvpb.g_ProjMatrix = m_ViewportCamera.m_ProjectionMatrix;
cvpb.g_ViewMatrix = m_ViewportCamera.m_WorldToView;
cvpb.g_InvViewProjMatrix = m_ViewportCamera.m_ViewProjectionMatrix;
cvpb.g_InvViewProjMatrix.Invert();
vcb.g_ReprojectProjToPrevFrame = cvpb.g_InvViewProjMatrix * previousFrameViewProjMatrix;
cvpb.g_ViewProjMatrix = m_ViewportCamera.m_ViewProjectionMatrix * temporalJitter;
Matrix viewToWorldMatrix = m_ViewportCamera.m_WorldToView;
viewToWorldMatrix.Invert();
float projWidth = m_ViewportCamera.m_ProjectionMatrix.M11;
float projHeight = m_ViewportCamera.m_ProjectionMatrix.M22;
vcb.g_EyeXAxis = Vector4.Transform(new Vector4(1.0f / projWidth, 0, 0, 0), viewToWorldMatrix);
vcb.g_EyeYAxis = Vector4.Transform(new Vector4(0, 1.0f / projHeight, 0, 0), viewToWorldMatrix);
vcb.g_EyeZAxis = Vector4.Transform(new Vector4(0, 0, 1, 0), viewToWorldMatrix);
vcb.g_WorldEyePos = new Vector4(m_ViewportCamera.m_CameraPosition, 1.0f);
vcb.g_WorldBoundsMin = new Vector4(sceneMin, 0.0f);
vcb.g_WorldBoundsMax = new Vector4(sceneMax, 0.0f);
Vector3 invRange = new Vector3(1.0f / (sceneMax.X - sceneMin.X), 1.0f / (sceneMax.Y - sceneMin.Y), 1.0f / (sceneMax.Z - sceneMin.Z));
vcb.g_WorldBoundsInvRange = new Vector4(invRange, 0.0f);
vcb.g_zNear = m_ViewportCamera.m_NearZ;
vcb.g_zFar = m_ViewportCamera.m_FarZ;
vcb.g_FrameJitter = (TemporalSurfaceManager.GetCurrentPhase("ResolvedColor") == 0) ? 1.0f : 0.0f;
vcb.g_ScreenSize = new Vector4((float)m_ResolutionX, (float)m_ResolutionY, 1.0f / (float)m_ResolutionX, 1.0f / (float)m_ResolutionY);
vcb.g_ScreenSizeHalfRes = new Vector4((float)m_ResolutionX / 2.0f, (float)m_ResolutionY / 2.0f, 2.0f / (float)m_ResolutionX, 2.0f / (float)m_ResolutionY);
vcb.g_ReprojectInfo = new Vector4(
-2.0f / ((float)m_ResolutionX*m_ViewportCamera.m_ProjectionMatrix.M11),
-2.0f / ((float)m_ResolutionY*m_ViewportCamera.m_ProjectionMatrix.M22),
(1.0f - m_ViewportCamera.m_ProjectionMatrix.M13) / m_ViewportCamera.m_ProjectionMatrix.M11,
(1.0f + m_ViewportCamera.m_ProjectionMatrix.M23) / m_ViewportCamera.m_ProjectionMatrix.M22);
vcb.g_ReprojectInfoFromInt = vcb.g_ReprojectInfo + new Vector4(0.0f, 0.0f, vcb.g_ReprojectInfo.X * 0.5f, vcb.g_ReprojectInfo.Y * 0.5f);
vcb.g_ReprojectInfoHalfRes = new Vector4(
-2.0f / ((float)(m_ResolutionX/2) * m_ViewportCamera.m_ProjectionMatrix.M11),
-2.0f / ((float)(m_ResolutionY/2) * m_ViewportCamera.m_ProjectionMatrix.M22),
(1.0f - m_ViewportCamera.m_ProjectionMatrix.M13) / m_ViewportCamera.m_ProjectionMatrix.M11,
(1.0f + m_ViewportCamera.m_ProjectionMatrix.M23) / m_ViewportCamera.m_ProjectionMatrix.M22);
vcb.g_ReprojectInfoHalfResFromInt = vcb.g_ReprojectInfoHalfRes + new Vector4(0.0f, 0.0f, vcb.g_ReprojectInfoHalfRes.X * 0.5f, vcb.g_ReprojectInfoHalfRes.Y * 0.5f);
mcb.g_ShadowViewProjMatrix = m_ShadowCamera.m_ViewProjectionMatrix;
mcb.g_ShadowInvViewProjMatrix = m_ShadowCamera.m_ViewProjectionMatrix;
mcb.g_ShadowInvViewProjMatrix.Invert();
mcb.g_LightDir = new Vector4(-m_ShadowCamera.m_CameraForward, 1.0f);
mcb.g_LightColor = new Vector4(1.0f, 0.95f, 0.9f, 0.0f);
float time = (float)Program.m_Time;
mcb.g_LocalPointLightPosition = new Vector4((float)Math.Sin(0.05f * time) * 10.0f, 2.0f, (float)Math.Cos(time * 0.15f) * 5.8f, 0.0f);
mcb.g_LocalPointLightColor = new Vector4(1, 0, 0, 0);
m_ViewportConstantBuffer.CompileAndBind(context);
m_ForwardPassBuffer.CompileAndBind(context);
m_CurrentViewportBuffer.CompileAndBind(context);
m_PostEffectsConstantBuffer.CompileAndBind(context);
}
}
}