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

@@ -15,7 +15,7 @@
#define SHADOWS_PASS_SS_RR_FORMAT PixelFormat::R11G11B10_Float
template<typename T>
bool CanRenderShadow(RenderView& view, const T& light)
bool CanRenderShadow(const RenderView& view, const T& light)
{
bool result = false;
switch ((ShadowsCastingMode)light.ShadowsMode)
@@ -42,6 +42,14 @@ class ShadowsPass : public RendererPass<ShadowsPass>
{
private:
struct ShadowData
{
int32 ContextIndex;
int32 ContextCount;
bool BlendCSM;
LightShadowData Constants;
};
// Shader stuff
AssetReference<Shader> _shader;
GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2 * 2> _psShadowDir;
@@ -57,9 +65,8 @@ private:
Quality _currentShadowMapsQuality;
// Shadow map rendering stuff
RenderContext _shadowContext;
RenderList _shadowCache;
AssetReference<Model> _sphereModel;
Array<ShadowData> _shadowData;
// Cached state for the current frame rendering (setup via Prepare)
int32 maxShadowsQuality;
@@ -87,6 +94,10 @@ public:
LightShadowData LastDirLight;
public:
/// <summary>
/// Setups the shadows rendering for batched scene drawing. Checks which lights will cast a shadow.
/// </summary>
void SetupShadows(RenderContext& renderContext, RenderContextBatch& renderContextBatch);
/// <summary>
/// Determines whether can render shadow for the specified light.
@@ -94,7 +105,7 @@ public:
/// <param name="renderContext">The rendering context.</param>
/// <param name="light">The light.</param>
/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
bool CanRenderShadow(RenderContext& renderContext, const RendererPointLightData& light);
bool CanRenderShadow(const RenderContext& renderContext, const RendererPointLightData& light);
/// <summary>
/// Determines whether can render shadow for the specified light.
@@ -102,7 +113,7 @@ public:
/// <param name="renderContext">The rendering context.</param>
/// <param name="light">The light.</param>
/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
bool CanRenderShadow(RenderContext& renderContext, const RendererSpotLightData& light);
bool CanRenderShadow(const RenderContext& renderContext, const RendererSpotLightData& light);
/// <summary>
/// Determines whether can render shadow for the specified light.
@@ -110,43 +121,40 @@ public:
/// <param name="renderContext">The rendering context.</param>
/// <param name="light">The light.</param>
/// <returns><c>true</c> if can render shadow for the specified light; otherwise, <c>false</c>.</returns>
bool CanRenderShadow(RenderContext& renderContext, const RendererDirectionalLightData& light);
/// <summary>
/// Prepares the shadows rendering. Called by the light pass once per frame.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="context">The GPU command context.</param>
void Prepare(RenderContext& renderContext, GPUContext* context);
bool CanRenderShadow(const RenderContext& renderContext, const RendererDirectionalLightData& light);
/// <summary>
/// Renders the shadow mask for the given light.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="light">The light.</param>
/// <param name="shadowMask">The shadow mask (output).</param>
void RenderShadow(RenderContext& renderContext, RendererPointLightData& light, GPUTextureView* shadowMask);
void RenderShadow(RenderContextBatch& renderContextBatch, RendererPointLightData& light, GPUTextureView* shadowMask);
/// <summary>
/// Renders the shadow mask for the given light.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="light">The light.</param>
/// <param name="shadowMask">The shadow mask (output).</param>
void RenderShadow(RenderContext& renderContext, RendererSpotLightData& light, GPUTextureView* shadowMask);
void RenderShadow(RenderContextBatch& renderContextBatch, RendererSpotLightData& light, GPUTextureView* shadowMask);
/// <summary>
/// Renders the shadow mask for the given light.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="light">The light.</param>
/// <param name="index">The light index.</param>
/// <param name="shadowMask">The shadow mask (output).</param>
void RenderShadow(RenderContext& renderContext, RendererDirectionalLightData& light, int32 index, GPUTextureView* shadowMask);
void RenderShadow(RenderContextBatch& renderContextBatch, RendererDirectionalLightData& light, int32 index, GPUTextureView* shadowMask);
private:
void updateShadowMapSize();
void SetupRenderContext(RenderContext& renderContext, RenderContext& shadowContext);
void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererDirectionalLightData& light);
void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererPointLightData& light);
void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererSpotLightData& light);
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)