Refactor scene rendering to use batched culling for main view and shadow projections

This commit is contained in:
Wojtek Figat
2022-10-28 09:13:28 +02:00
parent e217d5e79b
commit eb52d333ae
44 changed files with 1064 additions and 514 deletions

View File

@@ -407,6 +407,9 @@ void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, cons
{
if (!material || !material->IsSurface() || !IsInitialized())
return;
drawModes &= material->GetDrawModes();
if (drawModes == DrawPass::None)
return;
// Submit draw call
DrawCall drawCall;
@@ -436,18 +439,70 @@ void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, cons
void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const
{
// Cache data
const auto& entry = info.Buffer->At(_materialSlotIndex);
if (!entry.Visible || !IsInitialized())
return;
const MaterialSlot& slot = _model->MaterialSlots[_materialSlotIndex];
// Select material
MaterialBase* material;
if (entry.Material && entry.Material->IsLoaded())
material = entry.Material;
else if (slot.Material && slot.Material->IsLoaded())
material = slot.Material;
else
material = GPUDevice::Instance->GetDefaultMaterial();
if (!material || !material->IsSurface())
return;
// Check if skip rendering
const auto shadowsMode = static_cast<ShadowsCastingMode>(entry.ShadowsMode & slot.ShadowsMode);
const auto drawModes = static_cast<DrawPass>(info.DrawModes & renderContext.View.GetShadowsDrawPassMask(shadowsMode));
const auto shadowsMode = (ShadowsCastingMode)(entry.ShadowsMode & slot.ShadowsMode);
const auto drawModes = (DrawPass)((uint32)info.DrawModes & (uint32)renderContext.View.Pass & (uint32)renderContext.View.GetShadowsDrawPassMask(shadowsMode) & (uint32)material->GetDrawModes());
if (drawModes == DrawPass::None)
return;
// Submit draw call
DrawCall drawCall;
drawCall.Geometry.IndexBuffer = _indexBuffer;
drawCall.Geometry.VertexBuffers[0] = _vertexBuffers[0];
drawCall.Geometry.VertexBuffers[1] = _vertexBuffers[1];
drawCall.Geometry.VertexBuffers[2] = _vertexBuffers[2];
drawCall.Geometry.VertexBuffersOffsets[0] = 0;
drawCall.Geometry.VertexBuffersOffsets[1] = 0;
drawCall.Geometry.VertexBuffersOffsets[2] = 0;
if (info.VertexColors && info.VertexColors[_lodIndex])
{
// TODO: cache vertexOffset within the model LOD per-mesh
uint32 vertexOffset = 0;
for (int32 meshIndex = 0; meshIndex < _index; meshIndex++)
vertexOffset += ((Model*)_model)->LODs[_lodIndex].Meshes[meshIndex].GetVertexCount();
drawCall.Geometry.VertexBuffers[2] = info.VertexColors[_lodIndex];
drawCall.Geometry.VertexBuffersOffsets[2] = vertexOffset * sizeof(VB2ElementType);
}
drawCall.Draw.StartIndex = 0;
drawCall.Draw.IndicesCount = _triangles * 3;
drawCall.InstanceCount = 1;
drawCall.Material = material;
drawCall.World = *info.World;
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.Surface.GeometrySize = _box.GetSize();
drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
drawCall.Surface.Lightmap = info.Flags & StaticFlags::Lightmap ? info.Lightmap : nullptr;
drawCall.Surface.LightmapUVsArea = info.LightmapUVs ? *info.LightmapUVs : Rectangle::Empty;
drawCall.Surface.Skinning = nullptr;
drawCall.Surface.LODDitherFactor = lodDitherFactor;
drawCall.WorldDeterminantSign = Math::FloatSelect(drawCall.World.RotDeterminant(), 1, -1);
drawCall.PerInstanceRandom = info.PerInstanceRandom;
renderContext.List->AddDrawCall(drawModes, info.Flags, drawCall, entry.ReceiveDecals);
}
void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& info, float lodDitherFactor) const
{
const auto& entry = info.Buffer->At(_materialSlotIndex);
if (!entry.Visible || !IsInitialized())
return;
const MaterialSlot& slot = _model->MaterialSlots[_materialSlotIndex];
// Select material
MaterialBase* material;
if (entry.Material && entry.Material->IsLoaded())
@@ -491,7 +546,18 @@ void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float
drawCall.Surface.LODDitherFactor = lodDitherFactor;
drawCall.WorldDeterminantSign = Math::FloatSelect(drawCall.World.RotDeterminant(), 1, -1);
drawCall.PerInstanceRandom = info.PerInstanceRandom;
renderContext.List->AddDrawCall(drawModes, info.Flags, drawCall, entry.ReceiveDecals);
// Push draw call to every context
const auto shadowsMode = (ShadowsCastingMode)(entry.ShadowsMode & slot.ShadowsMode);
const auto materialDrawModes = material->GetDrawModes();
for (const RenderContext& renderContext : renderContextBatch.Contexts)
{
const DrawPass drawModes = (DrawPass)((uint32)info.DrawModes & (uint32)renderContext.View.Pass & (uint32)renderContext.View.GetShadowsDrawPassMask(shadowsMode) & (uint32)materialDrawModes);
if (drawModes != DrawPass::None && renderContext.View.CullingFrustum.Intersects(info.Bounds))
{
renderContext.List->AddDrawCall(drawModes, info.Flags, drawCall, entry.ReceiveDecals);
}
}
}
bool Mesh::DownloadDataGPU(MeshBufferType type, BytesContainer& result) const