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FlaxEngine/Source/Engine/Graphics/RenderView.cpp

202 lines
6.2 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "RenderView.h"
#include "Engine/Level/LargeWorlds.h"
#include "Engine/Level/Actors/Camera.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/RendererPass.h"
#include "RenderBuffers.h"
#include "RenderTask.h"
void RenderView::Prepare(RenderContext& renderContext)
{
ASSERT(renderContext.List && renderContext.Buffers);
const float width = static_cast<float>(renderContext.Buffers->GetWidth());
const float height = static_cast<float>(renderContext.Buffers->GetHeight());
// Check if use TAA (need to modify the projection matrix)
Float2 taaJitter;
NonJitteredProjection = Projection;
if (renderContext.List->Setup.UseTemporalAAJitter)
{
// Move to the next frame
const int MaxSampleCount = 8;
if (++TaaFrameIndex >= MaxSampleCount)
TaaFrameIndex = 0;
// Calculate jitter
const float jitterSpread = renderContext.List->Settings.AntiAliasing.TAA_JitterSpread / 0.75f;
const float jitterX = (RendererUtils::TemporalHalton(TaaFrameIndex + 1, 2) - 0.5f) * jitterSpread;
const float jitterY = (RendererUtils::TemporalHalton(TaaFrameIndex + 1, 3) - 0.5f) * jitterSpread;
taaJitter = Float2(jitterX * 2.0f / width, jitterY * 2.0f / height);
// Modify projection matrix
if (IsOrthographicProjection())
{
// TODO: jitter otho matrix in a proper way
}
else
{
Projection.Values[2][0] += taaJitter.X;
Projection.Values[2][1] += taaJitter.Y;
}
// Update matrices
Matrix::Invert(Projection, IP);
Frustum.SetMatrix(View, Projection);
Frustum.GetInvMatrix(IVP);
CullingFrustum = Frustum;
}
else
{
TaaFrameIndex = 0;
taaJitter = Float2::Zero;
}
renderContext.List->Init(renderContext);
renderContext.LodProxyView = nullptr;
PrepareCache(renderContext, width, height, taaJitter);
}
void RenderView::PrepareCache(const RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter, const RenderView* mainView)
{
// The same format used by the Flax common shaders and postFx materials
ViewInfo = Float4(1.0f / Projection.M11, 1.0f / Projection.M22, Far / (Far - Near), (-Far * Near) / (Far - Near) / Far);
ScreenSize = Float4(width, height, 1.0f / width, 1.0f / height);
TemporalAAJitter.Z = TemporalAAJitter.X;
TemporalAAJitter.W = TemporalAAJitter.Y;
TemporalAAJitter.X = temporalAAJitter.X;
TemporalAAJitter.Y = temporalAAJitter.Y;
WorldPosition = Origin + Position;
ModelLODDistanceFactorSqrt = ModelLODDistanceFactor * ModelLODDistanceFactor;
// Setup main view render info
if (!mainView)
mainView = this;
MainViewProjection = mainView->ViewProjection();
MainScreenSize = mainView->ScreenSize;
}
void RenderView::SetUp(const Matrix& viewProjection)
{
// Copy data
Matrix::Invert(viewProjection, IVP);
Frustum.SetMatrix(viewProjection);
CullingFrustum = Frustum;
}
void RenderView::SetUp(const Matrix& view, const Matrix& projection)
{
// Copy data
Projection = projection;
NonJitteredProjection = projection;
View = view;
Matrix::Invert(View, IV);
Matrix::Invert(Projection, IP);
// Compute matrix
Matrix viewProjection;
Matrix::Multiply(View, Projection, viewProjection);
Matrix::Invert(viewProjection, IVP);
Frustum.SetMatrix(viewProjection);
CullingFrustum = Frustum;
}
void RenderView::SetUpCube(float nearPlane, float farPlane, const Float3& position)
{
// Copy data
Near = nearPlane;
Far = farPlane;
Position = position;
// Create projection matrix
Matrix::PerspectiveFov(PI_OVER_2, 1.0f, nearPlane, farPlane, Projection);
NonJitteredProjection = Projection;
Matrix::Invert(Projection, IP);
}
void RenderView::SetFace(int32 faceIndex)
{
static Float3 directions[6] =
{
{ Float3::Right },
{ Float3::Left },
{ Float3::Up },
{ Float3::Down },
{ Float3::Forward },
{ Float3::Backward },
};
static Float3 ups[6] =
{
{ Float3::Up },
{ Float3::Up },
{ Float3::Backward },
{ Float3::Forward },
{ Float3::Up },
{ Float3::Up },
};
ASSERT(faceIndex >= 0 && faceIndex < 6);
// Create view matrix
Direction = directions[faceIndex];
Matrix::LookAt(Position, Position + Direction, ups[faceIndex], View);
Matrix::Invert(View, IV);
// Compute frustum matrix
Frustum.SetMatrix(View, Projection);
Matrix::Invert(ViewProjection(), IVP);
CullingFrustum = Frustum;
}
void RenderView::SetProjector(float nearPlane, float farPlane, const Float3& position, const Float3& direction, const Float3& up, float angle)
{
// Copy data
Near = nearPlane;
Far = farPlane;
Position = position;
// Create projection matrix
Matrix::PerspectiveFov(angle * DegreesToRadians, 1.0f, nearPlane, farPlane, Projection);
NonJitteredProjection = Projection;
Matrix::Invert(Projection, IP);
// Create view matrix
Direction = direction;
Matrix::LookAt(Position, Position + Direction, up, View);
Matrix::Invert(View, IV);
// Compute frustum matrix
Frustum.SetMatrix(View, Projection);
Matrix::Invert(ViewProjection(), IVP);
CullingFrustum = Frustum;
}
void RenderView::CopyFrom(Camera* camera, Viewport* viewport)
{
const Vector3 cameraPos = camera->GetPosition();
LargeWorlds::UpdateOrigin(Origin, cameraPos);
Position = cameraPos - Origin;
Direction = camera->GetDirection();
Near = camera->GetNearPlane();
Far = camera->GetFarPlane();
camera->GetMatrices(View, Projection, viewport ? *viewport : camera->GetViewport(), Origin);
Frustum.SetMatrix(View, Projection);
NonJitteredProjection = Projection;
Matrix::Invert(View, IV);
Matrix::Invert(Projection, IP);
Frustum.GetInvMatrix(IVP);
CullingFrustum = Frustum;
RenderLayersMask = camera->RenderLayersMask;
}
void RenderView::GetWorldMatrix(const Transform& transform, Matrix& world) const
{
const Float3 translation = transform.Translation - Origin;
Matrix::Transformation(transform.Scale, transform.Orientation, translation, world);
}