Add ObjectRadius to DrawCall to properly cull local lights and env probes in Forward Shading
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@@ -76,11 +76,11 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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// Set reflection probe data
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EnvironmentProbe* probe = nullptr;
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// TODO: optimize env probe searching for a transparent material - use spatial cache for renderer to find it
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const Vector3 drawCallOrigin = drawCall.ObjectPosition + view.Origin;
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const BoundingSphere objectBoundsWorld(drawCall.ObjectPosition + view.Origin, drawCall.ObjectRadius);
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for (int32 i = 0; i < cache->EnvironmentProbes.Count(); i++)
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{
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const auto p = cache->EnvironmentProbes[i];
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if (p->GetSphere().Contains(drawCallOrigin) != ContainmentType::Disjoint)
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if (CollisionsHelper::SphereIntersectsSphere(objectBoundsWorld, p->GetSphere()))
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{
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probe = p;
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break;
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@@ -99,10 +99,12 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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// Set local lights
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data.LocalLightsCount = 0;
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const BoundingSphere objectBounds(drawCall.ObjectPosition, drawCall.ObjectRadius);
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// TODO: optimize lights searching for a transparent material - use spatial cache for renderer to find it
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for (int32 i = 0; i < cache->PointLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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const auto& light = cache->PointLights[i];
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.ObjectPosition) != ContainmentType::Disjoint)
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(light.Position, light.Radius)))
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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@@ -111,7 +113,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->SpotLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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const auto& light = cache->SpotLights[i];
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if (BoundingSphere(light.Position, light.Radius).Contains(drawCall.ObjectPosition) != ContainmentType::Disjoint)
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(light.Position, light.Radius)))
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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@@ -429,6 +429,7 @@ void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, cons
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drawCall.Material = material;
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drawCall.World = world;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = _sphere.Radius * drawCall.World.GetScaleVector().GetAbsolute().MaxValue();
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = world;
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drawCall.Surface.Lightmap = nullptr;
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@@ -495,6 +496,7 @@ void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float
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drawCall.Material = material;
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drawCall.World = *info.World;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.Lightmap = (info.Flags & StaticFlags::Lightmap) != StaticFlags::None ? info.Lightmap : nullptr;
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@@ -555,6 +557,7 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
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drawCall.Material = material;
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drawCall.World = *info.World;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.Lightmap = (info.Flags & StaticFlags::Lightmap) != StaticFlags::None ? info.Lightmap : nullptr;
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@@ -198,6 +198,7 @@ void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info,
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drawCall.Material = material;
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drawCall.World = *info.World;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.Lightmap = nullptr;
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@@ -258,6 +259,7 @@ void SkinnedMesh::Draw(const RenderContextBatch& renderContextBatch, const DrawI
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drawCall.Material = material;
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drawCall.World = *info.World;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.Lightmap = nullptr;
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@@ -100,6 +100,7 @@ void Skybox::ApplySky(GPUContext* context, RenderContext& renderContext, const M
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Platform::MemoryClear(&drawCall, sizeof(DrawCall));
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drawCall.World = world;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = _sphere.Radius;
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.WorldDeterminantSign = Math::FloatSelect(world.RotDeterminant(), 1, -1);
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drawCall.PerInstanceRandom = GetPerInstanceRandom();
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@@ -405,6 +405,7 @@ void SplineModel::Draw(RenderContext& renderContext)
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const Transform splineTransform = GetTransform();
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renderContext.View.GetWorldMatrix(splineTransform, drawCall.World);
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drawCall.ObjectPosition = drawCall.World.GetTranslation() + drawCall.Deformable.LocalMatrix.GetTranslation();
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drawCall.ObjectRadius = _sphere.Radius; // TODO: use radius for the spline chunk rather than whole spline
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const float worldDeterminantSign = drawCall.World.RotDeterminant() * drawCall.Deformable.LocalMatrix.RotDeterminant();
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for (int32 segment = 0; segment < _instances.Count(); segment++)
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{
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@@ -938,7 +938,8 @@ void Particles::DrawParticles(RenderContext& renderContext, ParticleEffect* effe
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// Setup a draw call common data
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DrawCall drawCall;
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drawCall.PerInstanceRandom = effect->GetPerInstanceRandom();
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drawCall.ObjectPosition = effect->GetPosition();
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drawCall.ObjectPosition = effect->GetSphere().Center - view.Origin;
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drawCall.ObjectRadius = effect->GetSphere().Radius;
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// Draw all emitters
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for (int32 emitterIndex = 0; emitterIndex < effect->Instance.Emitters.Count(); emitterIndex++)
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@@ -258,6 +258,11 @@ struct DrawCall
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/// </summary>
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Float3 ObjectPosition;
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/// <summary>
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/// Object bounding sphere radius that contains it whole (sphere at ObjectPosition).
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/// </summary>
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float ObjectRadius;
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/// <summary>
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/// The world matrix determinant sign (used for geometry that is two sided or has inverse scale - needs to flip normal vectors and change triangles culling).
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/// </summary>
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@@ -464,6 +464,7 @@ void GBufferPass::DrawDecals(RenderContext& renderContext, GPUTextureView* light
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transform.Scale *= decal->GetSize();
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renderContext.View.GetWorldMatrix(transform, drawCall.World);
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = decal->GetSphere().Radius;
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context->ResetRenderTarget();
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@@ -855,6 +855,7 @@ DRAW:
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{
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auto& batch = BatchedDrawCalls.Get()[list.PreBatchedDrawCalls.Get()[i]];
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auto drawCall = batch.DrawCall;
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drawCall.ObjectRadius = 0.0f;
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bindParams.FirstDrawCall = &drawCall;
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const auto* instancesData = batch.Instances.Get();
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@@ -45,7 +45,7 @@ bool TerrainChunk::PrepareDraw(const RenderContext& renderContext)
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// Calculate chunk distance to view
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float distance = Float3::Distance(_boundsCenter - lodView->Origin, lodView->Position);
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const float distance = Float3::Distance(_sphere.Center - lodView->Origin, lodView->Position);
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lod = (int32)Math::Pow(distance / chunkEdgeSize, lodDistribution);
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lod += lodBias;
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@@ -88,6 +88,7 @@ void TerrainChunk::Draw(const RenderContext& renderContext) const
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drawCall.Material = _cachedDrawMaterial;
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renderContext.View.GetWorldMatrix(_transform, drawCall.World);
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = _sphere.Radius;
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drawCall.Terrain.Patch = _patch;
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drawCall.Terrain.HeightmapUVScaleBias = _heightmapUVScaleBias;
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drawCall.Terrain.OffsetUV = Vector2((float)(_patch->_x * TerrainPatch::CHUNKS_COUNT_EDGE + _x), (float)(_patch->_z * TerrainPatch::CHUNKS_COUNT_EDGE + _z));
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@@ -145,6 +146,7 @@ void TerrainChunk::Draw(const RenderContext& renderContext, MaterialBase* materi
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drawCall.Material = material;
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renderContext.View.GetWorldMatrix(_transform, drawCall.World);
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = _sphere.Radius;
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drawCall.Terrain.Patch = _patch;
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drawCall.Terrain.HeightmapUVScaleBias = _heightmapUVScaleBias;
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drawCall.Terrain.OffsetUV = Vector2((float)(_patch->_x * TerrainPatch::CHUNKS_COUNT_EDGE + _x), (float)(_patch->_z * TerrainPatch::CHUNKS_COUNT_EDGE + _z));
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@@ -202,7 +204,7 @@ void TerrainChunk::UpdateBounds()
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OrientedBoundingBox obb(Vector3::Zero, Vector3::One);
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obb.Transform(localTransform);
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obb.GetBoundingBox(_bounds);
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_boundsCenter = _bounds.GetCenter();
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BoundingSphere::FromBox(_bounds, _sphere);
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_bounds.Minimum -= boundsExtent;
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_bounds.Maximum += boundsExtent;
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@@ -3,6 +3,7 @@
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#pragma once
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#include "Engine/Core/Math/BoundingBox.h"
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#include "Engine/Core/Math/BoundingSphere.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "Engine/Core/Math/Transform.h"
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#include "Engine/Core/ISerializable.h"
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@@ -29,7 +30,7 @@ private:
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Float4 _heightmapUVScaleBias;
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Transform _transform;
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BoundingBox _bounds;
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Vector3 _boundsCenter;
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BoundingSphere _sphere;
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float _perInstanceRandom;
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float _yOffset, _yHeight;
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@@ -366,6 +366,7 @@ void TextRender::Draw(RenderContext& renderContext)
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DrawCall drawCall;
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drawCall.World = world;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = _sphere.Radius;
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drawCall.Surface.GeometrySize = _localBox.GetSize();
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drawCall.Surface.PrevWorld = _drawState.PrevWorld;
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drawCall.Surface.Lightmap = nullptr;
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