Move Static Model rasterization into Global SDF code
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@@ -9,6 +9,7 @@
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Level/Prefabs/PrefabManager.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
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#include "Engine/Utilities/Encryption.h"
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#if USE_EDITOR
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#include "Editor/Editor.h"
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@@ -209,62 +210,66 @@ bool StaticModel::HasContentLoaded() const
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void StaticModel::Draw(RenderContext& renderContext)
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{
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const DrawPass drawModes = (DrawPass)(DrawModes & renderContext.View.Pass);
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if (!Model || !Model->IsLoaded() || !Model->CanBeRendered() || drawModes == DrawPass::None)
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return;
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if (renderContext.View.Pass == DrawPass::GlobalSDF)
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return; // TODO: Static Model rendering to Global SDF
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{
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if (!Model->SDF.Texture)
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Model->GenerateSDF();
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GlobalSignDistanceFieldPass::Instance()->RasterizeModelSDF(Model->SDF, _world, _box);
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return;
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}
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GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, _world);
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const DrawPass drawModes = (DrawPass)(DrawModes & renderContext.View.Pass);
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if (Model && Model->IsLoaded() && drawModes != DrawPass::None)
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// Flush vertex colors if need to
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if (_vertexColorsDirty)
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{
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// Flush vertex colors if need to
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if (_vertexColorsDirty)
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for (int32 lodIndex = 0; lodIndex < _vertexColorsCount; lodIndex++)
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{
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for (int32 lodIndex = 0; lodIndex < _vertexColorsCount; lodIndex++)
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auto& vertexColorsData = _vertexColorsData[lodIndex];
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auto& vertexColorsBuffer = _vertexColorsBuffer[lodIndex];
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if (vertexColorsData.HasItems())
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{
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auto& vertexColorsData = _vertexColorsData[lodIndex];
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auto& vertexColorsBuffer = _vertexColorsBuffer[lodIndex];
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if (vertexColorsData.HasItems())
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const uint32 size = vertexColorsData.Count() * sizeof(Color32);
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if (!vertexColorsBuffer)
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vertexColorsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("VertexColors"));
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if (vertexColorsBuffer->GetSize() != size)
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{
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const uint32 size = vertexColorsData.Count() * sizeof(Color32);
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if (!vertexColorsBuffer)
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vertexColorsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("VertexColors"));
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if (vertexColorsBuffer->GetSize() != size)
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{
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if (vertexColorsBuffer->Init(GPUBufferDescription::Vertex(sizeof(Color32), vertexColorsData.Count())))
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return;
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}
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GPUDevice::Instance->GetMainContext()->UpdateBuffer(vertexColorsBuffer, vertexColorsData.Get(), size);
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}
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else
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{
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SAFE_DELETE_GPU_RESOURCE(vertexColorsBuffer);
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if (vertexColorsBuffer->Init(GPUBufferDescription::Vertex(sizeof(Color32), vertexColorsData.Count())))
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return;
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}
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GPUDevice::Instance->GetMainContext()->UpdateBuffer(vertexColorsBuffer, vertexColorsData.Get(), size);
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}
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else
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{
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SAFE_DELETE_GPU_RESOURCE(vertexColorsBuffer);
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}
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_vertexColorsDirty = false;
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}
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_vertexColorsDirty = false;
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}
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#if USE_EDITOR
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// Disable motion blur effects in editor without play mode enabled to hide minor artifacts on objects moving
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if (!Editor::IsPlayMode)
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_drawState.PrevWorld = _world;
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// Disable motion blur effects in editor without play mode enabled to hide minor artifacts on objects moving
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if (!Editor::IsPlayMode)
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_drawState.PrevWorld = _world;
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#endif
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Mesh::DrawInfo draw;
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draw.Buffer = &Entries;
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draw.World = &_world;
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draw.DrawState = &_drawState;
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draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex);
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draw.LightmapUVs = &Lightmap.UVsArea;
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draw.Flags = _staticFlags;
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draw.DrawModes = drawModes;
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draw.Bounds = _sphere;
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draw.PerInstanceRandom = GetPerInstanceRandom();
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draw.LODBias = _lodBias;
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draw.ForcedLOD = _forcedLod;
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draw.VertexColors = _vertexColorsCount ? _vertexColorsBuffer : nullptr;
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Mesh::DrawInfo draw;
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draw.Buffer = &Entries;
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draw.World = &_world;
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draw.DrawState = &_drawState;
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draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex);
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draw.LightmapUVs = &Lightmap.UVsArea;
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draw.Flags = _staticFlags;
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draw.DrawModes = drawModes;
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draw.Bounds = _sphere;
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draw.PerInstanceRandom = GetPerInstanceRandom();
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draw.LODBias = _lodBias;
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draw.ForcedLOD = _forcedLod;
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draw.VertexColors = _vertexColorsCount ? _vertexColorsBuffer : nullptr;
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Model->Draw(renderContext, draw);
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}
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Model->Draw(renderContext, draw);
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GEOMETRY_DRAW_STATE_EVENT_END(_drawState, _world);
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}
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