Fix terrain rendering to use the same LOD for main view and shadow passes

#2555 #2256
This commit is contained in:
Wojtek Figat
2024-08-23 00:00:42 +02:00
parent ef540bc498
commit e5f0e05d43
4 changed files with 64 additions and 33 deletions

View File

@@ -1,5 +1,6 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using FlaxEditor.Utilities;
using FlaxEngine;
namespace FlaxEditor.CustomEditors.Dedicated
@@ -29,8 +30,8 @@ namespace FlaxEditor.CustomEditors.Dedicated
chunkSize,
1.0f / (resolution.X + 1e-9f),
1.0f / (resolution.Z + 1e-9f),
totalSize.X * 0.00001f,
totalSize.Z * 0.00001f
totalSize.X / Units.Meters2Units * 0.001f,
totalSize.Z / Units.Meters2Units * 0.001f
);
var label = layout.Label(text);
label.Label.AutoHeight = true;

View File

@@ -291,7 +291,7 @@ void Terrain::SetPhysicalMaterials(const Array<JsonAssetReference<PhysicalMateri
_physicalMaterials = value;
_physicalMaterials.Resize(8);
JsonAsset* materials[8];
for (int32 i = 0;i<8;i++)
for (int32 i = 0; i < 8; i++)
materials[i] = _physicalMaterials[i];
for (int32 pathIndex = 0; pathIndex < _patches.Count(); pathIndex++)
{
@@ -509,16 +509,39 @@ void Terrain::RemovePatch(const Int2& patchCoord)
#endif
void Terrain::Draw(RenderContextBatch& renderContextBatch)
{
PROFILE_CPU();
if (DrawSetup(renderContextBatch.GetMainContext()))
return;
HashSet<TerrainChunk*, RendererAllocation> drawnChunks;
for (RenderContext& renderContext : renderContextBatch.Contexts)
{
const DrawPass drawModes = DrawModes & renderContext.View.Pass;
if (drawModes == DrawPass::None)
continue;
DrawImpl(renderContext, drawnChunks);
}
}
void Terrain::Draw(RenderContext& renderContext)
{
const DrawPass drawModes = DrawModes & renderContext.View.Pass;
if (drawModes == DrawPass::None)
return;
PROFILE_CPU();
if (renderContext.View.Pass == DrawPass::GlobalSDF)
if (DrawSetup(renderContext))
return;
HashSet<TerrainChunk*, RendererAllocation> drawnChunks;
DrawImpl(renderContext, drawnChunks);
}
bool Terrain::DrawSetup(RenderContext& renderContext)
{
// Special drawing modes
const DrawPass drawModes = DrawModes & renderContext.View.Pass;
if (drawModes == DrawPass::GlobalSDF)
{
if ((DrawModes & DrawPass::GlobalSDF) == DrawPass::None)
return;
const float chunkSize = TERRAIN_UNITS_PER_VERTEX * (float)_chunkSize;
const float posToUV = 0.25f / chunkSize;
Float4 localToUV(posToUV, posToUV, 0.0f, 0.0f);
@@ -533,12 +556,10 @@ void Terrain::Draw(RenderContext& renderContext)
patchTransform = _transform.LocalToWorld(patchTransform);
GlobalSignDistanceFieldPass::Instance()->RasterizeHeightfield(this, patch->Heightmap->GetTexture(), patchTransform, patch->_bounds, localToUV);
}
return;
return true;
}
if (renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas)
if (drawModes == DrawPass::GlobalSurfaceAtlas)
{
if ((DrawModes & DrawPass::GlobalSurfaceAtlas) == DrawPass::None)
return;
for (TerrainPatch* patch : _patches)
{
if (!patch->Heightmap)
@@ -556,11 +577,27 @@ void Terrain::Draw(RenderContext& renderContext)
GlobalSurfaceAtlasPass::Instance()->RasterizeActor(this, chunk, chunkSphere, chunk->GetTransform(), localBounds, 1 << 2, false);
}
}
return;
return true;
}
// Reset cached LOD for chunks (prevent LOD transition from invisible chunks)
for (int32 patchIndex = 0; patchIndex < _patches.Count(); patchIndex++)
{
const auto patch = _patches[patchIndex];
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
auto chunk = &patch->Chunks[chunkIndex];
chunk->_cachedDrawLOD = 0;
}
}
return false;
}
void Terrain::DrawImpl(RenderContext& renderContext, HashSet<TerrainChunk*, RendererAllocation>& drawnChunks)
{
// Collect chunks to render and calculate LOD/material for them (required to be done before to gather NeighborLOD)
_drawChunks.Clear();
Array<TerrainChunk*, RendererAllocation> drawChunks;
// Frustum vs Box culling for patches
const BoundingFrustum frustum = renderContext.View.CullingFrustum;
@@ -579,33 +616,24 @@ void Terrain::Draw(RenderContext& renderContext)
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
auto chunk = &patch->Chunks[chunkIndex];
chunk->_cachedDrawLOD = 0;
bounds = BoundingBox(chunk->_bounds.Minimum - origin, chunk->_bounds.Maximum - origin);
if (renderContext.View.IsCullingDisabled || frustum.Intersects(bounds))
{
if (chunk->PrepareDraw(renderContext))
{
// Add chunk for drawing
_drawChunks.Add(chunk);
}
if (!drawnChunks.Contains(chunk) && !chunk->PrepareDraw(renderContext))
continue;
// Add chunk for drawing
drawChunks.Add(chunk);
drawnChunks.Add(chunk);
}
}
}
else
{
// Reset cached LOD for chunks (prevent LOD transition from invisible chunks)
for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++)
{
auto chunk = &patch->Chunks[chunkIndex];
chunk->_cachedDrawLOD = 0;
}
}
}
// Draw all visible chunks
for (int32 i = 0; i < _drawChunks.Count(); i++)
for (int32 i = 0; i < drawChunks.Count(); i++)
{
_drawChunks.Get()[i]->Draw(renderContext);
drawChunks.Get()[i]->Draw(renderContext);
}
}

View File

@@ -72,7 +72,6 @@ private:
Vector3 _boundsExtent;
Float3 _cachedScale;
Array<TerrainPatch*, InlinedAllocation<64>> _patches;
Array<TerrainChunk*> _drawChunks;
Array<JsonAssetReference<PhysicalMaterial>, FixedAllocation<8>> _physicalMaterials;
public:
@@ -424,9 +423,12 @@ private:
#if TERRAIN_USE_PHYSICS_DEBUG
void DrawPhysicsDebug(RenderView& view);
#endif
bool DrawSetup(RenderContext& renderContext);
void DrawImpl(RenderContext& renderContext, HashSet<TerrainChunk*, class RendererAllocation>& drawnChunks);
public:
// [PhysicsColliderActor]
void Draw(RenderContextBatch& renderContextBatch) override;
void Draw(RenderContext& renderContext) override;
#if USE_EDITOR
void OnDebugDrawSelected() override;

View File

@@ -34,9 +34,9 @@ private:
float _perInstanceRandom;
float _yOffset, _yHeight;
TerrainChunk* _neighbors[4];
byte _cachedDrawLOD;
IMaterial* _cachedDrawMaterial;
TerrainChunk* _neighbors[4] = {};
byte _cachedDrawLOD = 0;
IMaterial* _cachedDrawMaterial = nullptr;
void Init(TerrainPatch* patch, uint16 x, uint16 z);