Optimize Global SDF drawing with async job system
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@@ -39,20 +39,15 @@ private:
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GPUShaderProgramCS* _csGenerateMip = nullptr;
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GPUConstantBuffer* _cb0 = nullptr;
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GPUConstantBuffer* _cb1 = nullptr;
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// Rasterization cache
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class DynamicStructuredBuffer* _objectsBuffer = nullptr;
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Array<GPUTextureView*> _objectsTextures;
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uint16 _objectsBufferCount;
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int32 _cascadeIndex;
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float _voxelSize, _chunkSize;
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BoundingBox _cascadeBounds;
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BoundingBox _cascadeCullingBounds;
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class GlobalSignDistanceFieldCustomBuffer* _sdfData;
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Vector3 _sdfDataOriginMin;
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Vector3 _sdfDataOriginMax;
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public:
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/// <summary>
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/// Calls drawing scene objects in async early in the frame.
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/// </summary>
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/// <param name="renderContextBatch">The rendering context batch.</param>
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void OnCollectDrawCalls(RenderContextBatch& renderContextBatch);
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/// <summary>
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/// Gets the Global SDF (only if enabled in Graphics Settings).
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/// </summary>
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@@ -78,10 +73,7 @@ public:
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/// <param name="output">The output buffer.</param>
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void RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output);
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void GetCullingData(BoundingBox& bounds) const
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{
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bounds = _cascadeCullingBounds;
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}
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void GetCullingData(BoundingBox& bounds) const;
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// Rasterize Model SDF into the Global SDF. Call it from actor Draw() method during DrawPass::GlobalSDF.
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void RasterizeModelSDF(Actor* actor, const ModelBase::SDFData& sdf, const Transform& localToWorld, const BoundingBox& objectBounds);
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