More work for large worlds

This commit is contained in:
Wojtek Figat
2022-06-29 23:28:03 +02:00
parent 2cd244fbd3
commit 7ebdce5e42
11 changed files with 58 additions and 56 deletions

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@@ -617,14 +617,14 @@ void PS_Depth(PixelInput input)
#if _PS_QuadOverdraw
//#include "./Flax/Editor/QuadOverdraw.hlsl"
#include "./Flax/Editor/QuadOverdraw.hlsl"
// Pixel Shader function for Quad Overdraw Pass (editor-only)
[earlydepthstencil]
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
{
//DoQuadOverdraw(svPos, primId);
DoQuadOverdraw(svPos, primId);
}
#endif

BIN
Content/Engine/DefaultMaterial.flax (Stored with Git LFS)

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@@ -3,6 +3,7 @@
#include "BoundingBox.h"
#include "BoundingSphere.h"
#include "Matrix.h"
#include "Transform.h"
#include "../Types/String.h"
const BoundingBox BoundingBox::Empty(Vector3(MAX_float), Vector3(MIN_float));
@@ -147,3 +148,11 @@ void BoundingBox::Transform(const BoundingBox& box, const Matrix& matrix, Boundi
result = FromPoints(corners, 8);
*/
}
void BoundingBox::Transform(const BoundingBox& box, const ::Transform& transform, BoundingBox& result)
{
// TODO: optimize it and support large worlds without using Matrix
Matrix matrix;
transform.GetWorld(matrix);
Transform(box, matrix, result);
}

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@@ -296,6 +296,14 @@ public:
/// <param name="result">The result transformed box.</param>
static void Transform(const BoundingBox& box, const Matrix& matrix, BoundingBox& result);
/// <summary>
/// Transforms the bounding box using the specified transformation.
/// </summary>
/// <param name="box">The box.</param>
/// <param name="transform">The transformation.</param>
/// <param name="result">The result transformed box.</param>
static void Transform(const BoundingBox& box, const ::Transform& transform, BoundingBox& result);
public:
/// <summary>
/// Determines if there is an intersection between the current object and a Ray.

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@@ -13,9 +13,8 @@ Decal::Decal(const SpawnParams& params)
: Actor(params)
, _size(100.0f)
{
_world = Matrix::Scaling(_size);
_bounds.Extents = Vector3::Half;
_world.Decompose(_bounds.Transformation);
_bounds.Extents = _size * 0.5f;
_bounds.Transformation = _transform;
_bounds.GetBoundingBox(_box);
BoundingSphere::FromBox(_box, _sphere);
}
@@ -26,12 +25,7 @@ void Decal::SetSize(const Vector3& value)
if (v != _size)
{
_size = v;
Transform t = _transform;
t.Scale *= _size;
t.GetWorld(_world);
_bounds.Transformation = t;
_bounds.Extents = v * 0.5f;
_bounds.GetBoundingBox(_box);
BoundingSphere::FromBox(_box, _sphere);
}
@@ -81,7 +75,7 @@ void Decal::Draw(RenderContext& renderContext)
Material->IsDecal())
{
const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
const float screenRadiusSquared = RenderTools::ComputeBoundsScreenRadiusSquared(_sphere.Center, (float)_sphere.Radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt;
const float screenRadiusSquared = RenderTools::ComputeBoundsScreenRadiusSquared(_sphere.Center - renderContext.View.Origin, (float)_sphere.Radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt;
// Check if decal is being culled
if (Math::Square(DrawMinScreenSize * 0.5f) > screenRadiusSquared)
@@ -113,6 +107,8 @@ void Decal::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
DESERIALIZE_MEMBER(Size, _size);
DESERIALIZE(SortOrder);
DESERIALIZE(DrawMinScreenSize);
_bounds.Extents = _size * 0.5f;
}
bool Decal::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
@@ -147,12 +143,7 @@ void Decal::OnTransformChanged()
// Base
Actor::OnTransformChanged();
Transform t = _transform;
t.Scale *= _size;
t.GetWorld(_world);
_bounds.Extents = Vector3::Half;
_bounds.Transformation = t;
_bounds.Transformation = _transform;
_bounds.GetBoundingBox(_box);
BoundingSphere::FromBox(_box, _sphere);

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@@ -17,7 +17,6 @@ API_CLASS() class FLAXENGINE_API Decal : public Actor
private:
Vector3 _size;
OrientedBoundingBox _bounds;
Matrix _world;
int32 _sceneRenderingKey = -1;
public:
@@ -61,15 +60,6 @@ public:
/// <returns>The created virtual material instance.</returns>
API_FUNCTION() MaterialInstance* CreateAndSetVirtualMaterialInstance();
/// <summary>
/// Gets the decal world matrix used to transform the 1x1x1 cube from the mesh space to world space.
/// </summary>
/// <param name="result">The result value container.</param>
FORCE_INLINE void GetWorld(Matrix* result) const
{
*result = _world;
}
public:
// [Actor]
#if USE_EDITOR

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@@ -145,7 +145,9 @@ void MaterialComplexityMaterialShader::Draw(RenderContext& renderContext, GPUCon
{
const auto decal = decals[i];
ASSERT(decal && decal->Material);
decal->GetWorld(&drawCall.World);
Transform transform = decal->GetTransform();
transform.Scale *= decal->GetSize();
renderContext.View.GetWorldMatrix(transform, drawCall.World);
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.Material = decal->Material;
drawCall.PerInstanceRandom = decal->GetPerInstanceRandom();

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@@ -60,7 +60,9 @@ void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context,
{
const auto decal = renderContext.List->Decals[i];
ASSERT(decal && decal->Material);
decal->GetWorld(&drawCall.World);
Transform transform = decal->GetTransform();
transform.Scale *= decal->GetSize();
renderContext.View.GetWorldMatrix(transform, drawCall.World);
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.PerInstanceRandom = decal->GetPerInstanceRandom();
defaultMaterial->Bind(bindParams);

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@@ -401,7 +401,7 @@ void GBufferPass::DrawDecals(RenderContext& renderContext, GPUTextureView* light
// Cache data
auto device = GPUDevice::Instance;
auto gpuContext = device->GetMainContext();
auto context = device->GetMainContext();
auto& view = renderContext.View;
auto model = _boxModel.Get();
auto buffers = renderContext.Buffers;
@@ -415,7 +415,7 @@ void GBufferPass::DrawDecals(RenderContext& renderContext, GPUTextureView* light
// Prepare
DrawCall drawCall;
MaterialBase::BindParameters bindParams(gpuContext, renderContext, drawCall);
MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
drawCall.Material = nullptr;
drawCall.WorldDeterminantSign = 1.0f;
@@ -424,10 +424,12 @@ void GBufferPass::DrawDecals(RenderContext& renderContext, GPUTextureView* light
{
const auto decal = decals[i];
ASSERT(decal && decal->Material);
decal->GetWorld(&drawCall.World);
Transform transform = decal->GetTransform();
transform.Scale *= decal->GetSize();
renderContext.View.GetWorldMatrix(transform, drawCall.World);
drawCall.ObjectPosition = drawCall.World.GetTranslation();
gpuContext->ResetRenderTarget();
context->ResetRenderTarget();
// Bind output
const MaterialInfo& info = decal->Material->GetInfo();
@@ -455,22 +457,22 @@ void GBufferPass::DrawDecals(RenderContext& renderContext, GPUTextureView* light
count++;
targetBuffers[2] = buffers->GBuffer1->View();
}
gpuContext->SetRenderTarget(nullptr, ToSpan(targetBuffers, count));
context->SetRenderTarget(nullptr, ToSpan(targetBuffers, count));
break;
}
case MaterialDecalBlendingMode::Stain:
{
gpuContext->SetRenderTarget(buffers->GBuffer0->View());
context->SetRenderTarget(buffers->GBuffer0->View());
break;
}
case MaterialDecalBlendingMode::Normal:
{
gpuContext->SetRenderTarget(buffers->GBuffer1->View());
context->SetRenderTarget(buffers->GBuffer1->View());
break;
}
case MaterialDecalBlendingMode::Emissive:
{
gpuContext->SetRenderTarget(lightBuffer);
context->SetRenderTarget(lightBuffer);
break;
}
}
@@ -478,8 +480,8 @@ void GBufferPass::DrawDecals(RenderContext& renderContext, GPUTextureView* light
// Draw decal
drawCall.PerInstanceRandom = decal->GetPerInstanceRandom();
decal->Material->Bind(bindParams);
model->Render(gpuContext);
model->Render(context);
}
gpuContext->ResetSR();
context->ResetSR();
}

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@@ -30,7 +30,6 @@ TextRender::TextRender(const SpawnParams& params)
, _vb1(0, sizeof(VB1ElementType))
, _vb2(0, sizeof(VB2ElementType))
{
_world = Matrix::Identity;
_color = Color::White;
_localBox = BoundingBox(Vector3::Zero);
_layoutOptions.Bounds = Rectangle(-100, -100, 200, 200);
@@ -106,7 +105,7 @@ void TextRender::UpdateLayout()
_vb1.Clear();
_vb2.Clear();
_localBox = BoundingBox(Vector3::Zero);
BoundingBox::Transform(_localBox, _world, _box);
BoundingBox::Transform(_localBox, _transform, _box);
BoundingSphere::FromBox(_box, _sphere);
#if USE_PRECISE_MESH_INTERSECTS
_collisionProxy.Clear();
@@ -327,7 +326,7 @@ void TextRender::UpdateLayout()
box = BoundingBox(_transform.Translation);
}
_localBox = box;
BoundingBox::Transform(_localBox, _world, _box);
BoundingBox::Transform(_localBox, _transform, _box);
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
@@ -348,8 +347,9 @@ void TextRender::Draw(RenderContext& renderContext)
{
UpdateLayout();
}
GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, _world);
Matrix world;
renderContext.View.GetWorldMatrix(_transform, world);
GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, world);
const DrawPass drawModes = (DrawPass)(DrawModes & renderContext.View.Pass & (int32)renderContext.View.GetShadowsDrawPassMask(ShadowsMode));
if (_vb0.Data.Count() > 0 && drawModes != DrawPass::None)
@@ -357,7 +357,7 @@ void TextRender::Draw(RenderContext& renderContext)
#if USE_EDITOR
// Disable motion blur effects in editor without play mode enabled to hide minor artifacts on objects moving
if (!Editor::IsPlayMode)
_drawState.PrevWorld = _world;
_drawState.PrevWorld = world;
#endif
// Flush buffers
@@ -372,7 +372,7 @@ void TextRender::Draw(RenderContext& renderContext)
// Setup draw call
DrawCall drawCall;
drawCall.World = _world;
drawCall.World = world;
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.Surface.GeometrySize = _localBox.GetSize();
drawCall.Surface.PrevWorld = _drawState.PrevWorld;
@@ -380,7 +380,7 @@ void TextRender::Draw(RenderContext& renderContext)
drawCall.Surface.LightmapUVsArea = Rectangle::Empty;
drawCall.Surface.Skinning = nullptr;
drawCall.Surface.LODDitherFactor = 0.0f;
drawCall.WorldDeterminantSign = Math::FloatSelect(_world.RotDeterminant(), 1, -1);
drawCall.WorldDeterminantSign = Math::FloatSelect(world.RotDeterminant(), 1, -1);
drawCall.PerInstanceRandom = GetPerInstanceRandom();
drawCall.Geometry.IndexBuffer = _ib.GetBuffer();
drawCall.Geometry.VertexBuffers[0] = _vb0.GetBuffer();
@@ -401,7 +401,7 @@ void TextRender::Draw(RenderContext& renderContext)
}
}
GEOMETRY_DRAW_STATE_EVENT_END(_drawState, _world);
GEOMETRY_DRAW_STATE_EVENT_END(_drawState, world);
}
#if USE_EDITOR
@@ -413,7 +413,7 @@ void TextRender::OnDebugDrawSelected()
// Draw text bounds and layout bounds
DEBUG_DRAW_WIRE_BOX(_box, Color::Orange, 0, true);
OrientedBoundingBox layoutBox(Vector3(-_layoutOptions.Bounds.GetUpperLeft(), 0), Vector3(-_layoutOptions.Bounds.GetBottomRight(), 0));
layoutBox.Transform(_world);
layoutBox.Transform(_transform);
DEBUG_DRAW_WIRE_BOX(layoutBox, Color::BlueViolet, 0, true);
// Base
@@ -433,7 +433,7 @@ bool TextRender::IntersectsItself(const Ray& ray, Real& distance, Vector3& norma
#if USE_PRECISE_MESH_INTERSECTS
if (_box.Intersects(ray))
{
return _collisionProxy.Intersects(ray, _world, distance, normal);
return _collisionProxy.Intersects(ray, _transform, distance, normal);
}
return false;
#else
@@ -522,8 +522,7 @@ void TextRender::OnTransformChanged()
// Base
Actor::OnTransformChanged();
_transform.GetWorld(_world);
BoundingBox::Transform(_localBox, _world, _box);
BoundingBox::Transform(_localBox, _transform, _box);
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);

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@@ -42,7 +42,6 @@ private:
int32 _sceneRenderingKey = -1;
BoundingBox _localBox;
Matrix _world;
GeometryDrawStateData _drawState;
DynamicIndexBuffer _ib;
DynamicVertexBuffer _vb0;