Add objects culling in Global Surface Atlas
This commit is contained in:
@@ -17,8 +17,7 @@
|
||||
#include "Engine/Utilities/RectPack.h"
|
||||
|
||||
// This must match HLSL
|
||||
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (1)
|
||||
#define GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE (16 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE)
|
||||
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE 5 // Amount of Vector4s per-object
|
||||
#define GLOBAL_SURFACE_ATLAS_TILE_PADDING 1 // 1px padding to prevent color bleeding between tiles
|
||||
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW 0 // Forces to redraw all object tiles every frame
|
||||
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
|
||||
@@ -74,10 +73,16 @@ public:
|
||||
GPUTexture* AtlasGBuffer1 = nullptr;
|
||||
GPUTexture* AtlasGBuffer2 = nullptr;
|
||||
GPUTexture* AtlasDirectLight = nullptr;
|
||||
DynamicTypedBuffer ObjectsBuffer;
|
||||
GlobalSurfaceAtlasPass::BindingData Result;
|
||||
GlobalSurfaceAtlasTile* AtlasTiles = nullptr; // TODO: optimize with a single allocation for atlas tiles
|
||||
Dictionary<Actor*, GlobalSurfaceAtlasObject> Objects;
|
||||
|
||||
GlobalSurfaceAtlasCustomBuffer()
|
||||
: ObjectsBuffer(256 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"))
|
||||
{
|
||||
}
|
||||
|
||||
FORCE_INLINE void Clear()
|
||||
{
|
||||
RenderTargetPool::Release(AtlasDepth);
|
||||
@@ -86,6 +91,7 @@ public:
|
||||
RenderTargetPool::Release(AtlasGBuffer2);
|
||||
RenderTargetPool::Release(AtlasDirectLight);
|
||||
SAFE_DELETE(AtlasTiles);
|
||||
ObjectsBuffer.Clear();
|
||||
Objects.Clear();
|
||||
}
|
||||
|
||||
@@ -176,7 +182,6 @@ void GlobalSurfaceAtlasPass::Dispose()
|
||||
|
||||
// Cleanup
|
||||
SAFE_DELETE(_vertexBuffer);
|
||||
SAFE_DELETE(_objectsBuffer);
|
||||
SAFE_DELETE_GPU_RESOURCE(_psClear);
|
||||
SAFE_DELETE_GPU_RESOURCE(_psDebug);
|
||||
_cb0 = nullptr;
|
||||
@@ -232,10 +237,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
|
||||
_vertexBuffer = New<DynamicVertexBuffer>(0u, (uint32)sizeof(AtlasTileVertex), TEXT("GlobalSurfaceAtlas.VertexBuffer"));
|
||||
|
||||
// Add objects into the atlas
|
||||
if (_objectsBuffer)
|
||||
_objectsBuffer->Clear();
|
||||
else
|
||||
_objectsBuffer = New<DynamicTypedBuffer>(256 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"));
|
||||
surfaceAtlasData.ObjectsBuffer.Clear();
|
||||
_dirtyObjectsBuffer.Clear();
|
||||
{
|
||||
PROFILE_CPU_NAMED("Draw");
|
||||
@@ -245,7 +247,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
|
||||
const uint16 maxTileResolution = 128; // Maximum size (in texels) of the tile in atlas
|
||||
const uint16 tileResolutionAlignment = 8; // Alignment to snap (down) tiles resolution which allows to reuse atlas slots once object gets resizes/replaced by other object
|
||||
const float minObjectRadius = 20.0f; // Skip too small objects
|
||||
const float tileTexelsPerWorldUnit = 1.0f / 20.0f; // Scales the tiles resolution
|
||||
const float tileTexelsPerWorldUnit = 1.0f / 10.0f; // Scales the tiles resolution
|
||||
const float distanceScalingStart = 2000.0f; // Distance from camera at which the tiles resolution starts to be scaled down
|
||||
const float distanceScalingEnd = 5000.0f; // Distance from camera at which the tiles resolution end to be scaled down
|
||||
const float distanceScaling = 0.1f; // The scale for tiles at distanceScalingEnd and further away
|
||||
@@ -337,13 +339,17 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
|
||||
object->LastFrameDirty = currentFrame;
|
||||
_dirtyObjectsBuffer.Add(ToPair(e.Actor, object));
|
||||
}
|
||||
// TODO: populate ObjectsBuffer with objects tiles data
|
||||
|
||||
// Write to objects buffer (this must match unpacking logic in HLSL)
|
||||
Matrix worldToLocalBounds;
|
||||
Matrix::Invert(object->Bounds.Transformation, worldToLocalBounds);
|
||||
// TODO: cache data for static objects to optimize CPU perf (move ObjectsBuffer into surfaceAtlasData)
|
||||
Vector4 objectData[GLOBAL_SURFACE_ATLAS_OBJECT_SIZE];
|
||||
auto* objectData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Vector4>(GLOBAL_SURFACE_ATLAS_OBJECT_SIZE);
|
||||
objectData[0] = *(Vector4*)&e.Bounds;
|
||||
_objectsBuffer->Write(objectData);
|
||||
objectData[1] = Vector4(worldToLocalBounds.M11, worldToLocalBounds.M12, worldToLocalBounds.M13, worldToLocalBounds.M41);
|
||||
objectData[2] = Vector4(worldToLocalBounds.M21, worldToLocalBounds.M22, worldToLocalBounds.M23, worldToLocalBounds.M42);
|
||||
objectData[3] = Vector4(worldToLocalBounds.M31, worldToLocalBounds.M32, worldToLocalBounds.M33, worldToLocalBounds.M43);
|
||||
objectData[4] = Vector4(object->Bounds.Extents, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -369,8 +375,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
|
||||
// Send objects data to the GPU
|
||||
{
|
||||
PROFILE_GPU_CPU("Update Objects");
|
||||
// TODO: cache objects data in surfaceAtlasData to reduce memory transfer
|
||||
_objectsBuffer->Flush(context);
|
||||
surfaceAtlasData.ObjectsBuffer.Flush(context);
|
||||
}
|
||||
|
||||
// Rasterize world geometry material properties into Global Surface Atlas
|
||||
@@ -532,6 +537,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
|
||||
result.Atlas[2] = surfaceAtlasData.AtlasGBuffer1;
|
||||
result.Atlas[3] = surfaceAtlasData.AtlasGBuffer2;
|
||||
result.Atlas[4] = surfaceAtlasData.AtlasDirectLight;
|
||||
result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
|
||||
result.GlobalSurfaceAtlas.ObjectsCount = surfaceAtlasData.Objects.Count();
|
||||
surfaceAtlasData.Result = result;
|
||||
return false;
|
||||
@@ -568,6 +574,7 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
|
||||
context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
|
||||
}
|
||||
context->BindSR(8, bindingData.Atlas[1]->View()); // TODO: pass Atlas[4]=AtlasDirectLight
|
||||
context->BindSR(9, bindingData.Objects ? bindingData.Objects->View() : nullptr);
|
||||
context->SetState(_psDebug);
|
||||
context->SetRenderTarget(output->View());
|
||||
context->SetViewportAndScissors(outputSize.X, outputSize.Y);
|
||||
|
||||
@@ -21,6 +21,7 @@ public:
|
||||
struct BindingData
|
||||
{
|
||||
GPUTexture* Atlas[5];
|
||||
GPUBuffer* Objects;
|
||||
GlobalSurfaceAtlasData GlobalSurfaceAtlas;
|
||||
};
|
||||
|
||||
@@ -33,7 +34,6 @@ private:
|
||||
|
||||
// Rasterization cache
|
||||
class DynamicVertexBuffer* _vertexBuffer = nullptr;
|
||||
class DynamicTypedBuffer* _objectsBuffer = nullptr;
|
||||
Array<Pair<Actor*, struct GlobalSurfaceAtlasObject*>> _dirtyObjectsBuffer;
|
||||
|
||||
public:
|
||||
|
||||
Reference in New Issue
Block a user