310 lines
7.6 KiB
C++
310 lines
7.6 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "SceneRendering.h"
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#include "Scene.h"
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Level/Actors/PostFxVolume.h"
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#define SCENE_RENDERING_USE_SIMD 0
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#if SCENE_RENDERING_USE_SIMD
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#include "Engine/Core/SIMD.h"
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ALIGN_BEGIN(16) struct CullDataSIMD
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{
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float xs[8];
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float ys[8];
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float zs[8];
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float ds[8];
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} ALIGN_END(16);
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#endif
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SceneRendering::SceneRendering(::Scene* scene)
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: Scene(scene)
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{
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}
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void CullAndDraw(const BoundingFrustum& frustum, RenderContext& renderContext, const Array<Actor*>& actors)
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{
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#if SCENE_RENDERING_USE_SIMD
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auto& view = renderContext.View;
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CullDataSIMD cullData;
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{
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// Near
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auto plane = view.Frustum.GetNear();
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cullData.xs[0] = plane.Normal.X;
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cullData.ys[0] = plane.Normal.Y;
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cullData.zs[0] = plane.Normal.Z;
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cullData.ds[0] = plane.D;
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// Far
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plane = view.Frustum.GetFar();
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cullData.xs[1] = plane.Normal.X;
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cullData.ys[1] = plane.Normal.Y;
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cullData.zs[1] = plane.Normal.Z;
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cullData.ds[1] = plane.D;
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// Left
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plane = view.Frustum.GetLeft();
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cullData.xs[2] = plane.Normal.X;
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cullData.ys[2] = plane.Normal.Y;
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cullData.zs[2] = plane.Normal.Z;
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cullData.ds[2] = plane.D;
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// Right
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plane = view.Frustum.GetRight();
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cullData.xs[3] = plane.Normal.X;
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cullData.ys[3] = plane.Normal.Y;
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cullData.zs[3] = plane.Normal.Z;
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cullData.ds[3] = plane.D;
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// Top
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plane = view.Frustum.GetTop();
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cullData.xs[4] = plane.Normal.X;
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cullData.ys[4] = plane.Normal.Y;
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cullData.zs[4] = plane.Normal.Z;
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cullData.ds[4] = plane.D;
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// Bottom
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plane = view.Frustum.GetBottom();
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cullData.xs[5] = plane.Normal.X;
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cullData.ys[5] = plane.Normal.Y;
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cullData.zs[5] = plane.Normal.Z;
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cullData.ds[5] = plane.D;
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// Extra 0
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cullData.xs[6] = 0;
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cullData.ys[6] = 0;
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cullData.zs[6] = 0;
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cullData.ds[6] = 0;
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// Extra 1
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cullData.xs[7] = 0;
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cullData.ys[7] = 0;
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cullData.zs[7] = 0;
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cullData.ds[7] = 0;
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}
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float4 px = SIMD::Load(cullData.xs);
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float4 py = SIMD::Load(cullData.ys);
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float4 pz = SIMD::Load(cullData.zs);
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float4 pd = SIMD::Load(cullData.ds);
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float4 px2 = SIMD::Load(&cullData.xs[4]);
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float4 py2 = SIMD::Load(&cullData.ys[4]);
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float4 pz2 = SIMD::Load(&cullData.zs[4]);
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float4 pd2 = SIMD::Load(&cullData.ds[4]);
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for (int32 i = 0; i < actors.Count(); i++)
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{
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const auto& sphere = actors[i]->GetSphere();
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float4 cx = SIMD::Splat(sphere.Center.X);
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float4 cy = SIMD::Splat(sphere.Center.Y);
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float4 cz = SIMD::Splat(sphere.Center.Z);
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float4 r = SIMD::Splat(-sphere.Radius);
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float4 t = SIMD::Mul(cx, px);
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t = SIMD::Add(t, SIMD::Mul(cy, py));
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t = SIMD::Add(t, SIMD::Mul(cz, pz));
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t = SIMD::Add(t, pd);
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t = SIMD::Sub(t, r);
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if (SIMD::MoveMask(t))
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continue;
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t = SIMD::Mul(cx, px2);
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t = SIMD::Add(t, SIMD::Mul(cy, py2));
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t = SIMD::Add(t, SIMD::Mul(cz, pz2));
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t = SIMD::Add(t, pd2);
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t = SIMD::Sub(t, r);
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if (SIMD::MoveMask(t))
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continue;
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actors[i]->Draw(renderContext);
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}
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#else
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for (int32 i = 0; i < actors.Count(); i++)
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{
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auto actor = actors[i];
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if (frustum.Intersects(actor->GetSphere()))
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actor->Draw(renderContext);
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}
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#endif
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}
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void CullAndDrawOffline(const BoundingFrustum& frustum, RenderContext& renderContext, const Array<Actor*>& actors)
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{
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#if SCENE_RENDERING_USE_SIMD
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auto& view = renderContext.View;
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CullDataSIMD cullData;
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{
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// Near
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auto plane = view.Frustum.GetNear();
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cullData.xs[0] = plane.Normal.X;
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cullData.ys[0] = plane.Normal.Y;
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cullData.zs[0] = plane.Normal.Z;
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cullData.ds[0] = plane.D;
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// Far
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plane = view.Frustum.GetFar();
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cullData.xs[1] = plane.Normal.X;
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cullData.ys[1] = plane.Normal.Y;
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cullData.zs[1] = plane.Normal.Z;
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cullData.ds[1] = plane.D;
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// Left
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plane = view.Frustum.GetLeft();
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cullData.xs[2] = plane.Normal.X;
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cullData.ys[2] = plane.Normal.Y;
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cullData.zs[2] = plane.Normal.Z;
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cullData.ds[2] = plane.D;
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// Right
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plane = view.Frustum.GetRight();
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cullData.xs[3] = plane.Normal.X;
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cullData.ys[3] = plane.Normal.Y;
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cullData.zs[3] = plane.Normal.Z;
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cullData.ds[3] = plane.D;
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// Top
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plane = view.Frustum.GetTop();
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cullData.xs[4] = plane.Normal.X;
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cullData.ys[4] = plane.Normal.Y;
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cullData.zs[4] = plane.Normal.Z;
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cullData.ds[4] = plane.D;
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// Bottom
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plane = view.Frustum.GetBottom();
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cullData.xs[5] = plane.Normal.X;
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cullData.ys[5] = plane.Normal.Y;
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cullData.zs[5] = plane.Normal.Z;
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cullData.ds[5] = plane.D;
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// Extra 0
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cullData.xs[6] = 0;
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cullData.ys[6] = 0;
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cullData.zs[6] = 0;
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cullData.ds[6] = 0;
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// Extra 1
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cullData.xs[7] = 0;
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cullData.ys[7] = 0;
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cullData.zs[7] = 0;
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cullData.ds[7] = 0;
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}
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float4 px = SIMD::Load(cullData.xs);
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float4 py = SIMD::Load(cullData.ys);
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float4 pz = SIMD::Load(cullData.zs);
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float4 pd = SIMD::Load(cullData.ds);
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float4 px2 = SIMD::Load(&cullData.xs[4]);
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float4 py2 = SIMD::Load(&cullData.ys[4]);
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float4 pz2 = SIMD::Load(&cullData.zs[4]);
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float4 pd2 = SIMD::Load(&cullData.ds[4]);
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for (int32 i = 0; i < actors.Count(); i++)
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{
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const auto& sphere = actors[i]->GetSphere();
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float4 cx = SIMD::Splat(sphere.Center.X);
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float4 cy = SIMD::Splat(sphere.Center.Y);
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float4 cz = SIMD::Splat(sphere.Center.Z);
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float4 r = SIMD::Splat(-sphere.Radius);
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float4 t = SIMD::Mul(cx, px);
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t = SIMD::Add(t, SIMD::Mul(cy, py));
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t = SIMD::Add(t, SIMD::Mul(cz, pz));
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t = SIMD::Add(t, pd);
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t = SIMD::Sub(t, r);
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if (SIMD::MoveMask(t))
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continue;
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t = SIMD::Mul(cx, px2);
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t = SIMD::Add(t, SIMD::Mul(cy, py2));
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t = SIMD::Add(t, SIMD::Mul(cz, pz2));
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t = SIMD::Add(t, pd2);
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t = SIMD::Sub(t, r);
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if (SIMD::MoveMask(t))
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continue;
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if (actors[i]->GetStaticFlags() & renderContext.View.StaticFlagsMask)
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actors[i]->Draw(renderContext);
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}
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#else
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for (int32 i = 0; i < actors.Count(); i++)
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{
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auto actor = actors[i];
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if (actor->GetStaticFlags() & renderContext.View.StaticFlagsMask && frustum.Intersects(actor->GetSphere()))
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actor->Draw(renderContext);
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}
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#endif
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}
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void SceneRendering::Draw(RenderContext& renderContext)
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{
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// Skip if disabled
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if (!Scene->GetIsActive())
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return;
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auto& view = renderContext.View;
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// Draw all visual components
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const BoundingFrustum frustum = view.CullingFrustum;
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if (view.IsOfflinePass)
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{
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CullAndDrawOffline(frustum, renderContext, Geometry);
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if (view.Pass & DrawPass::GBuffer)
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{
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CullAndDrawOffline(frustum, renderContext, Common);
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for (int32 i = 0; i < CommonNoCulling.Count(); i++)
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{
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auto actor = CommonNoCulling[i];
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if (actor->GetStaticFlags() & view.StaticFlagsMask)
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actor->Draw(renderContext);
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}
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}
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}
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else
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{
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CullAndDraw(frustum, renderContext, Geometry);
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if (view.Pass & DrawPass::GBuffer)
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{
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CullAndDraw(frustum, renderContext, Common);
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for (int32 i = 0; i < CommonNoCulling.Count(); i++)
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{
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auto actor = CommonNoCulling[i];
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actor->Draw(renderContext);
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}
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}
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}
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#if USE_EDITOR
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if (view.Pass & DrawPass::GBuffer)
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{
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// Draw physics shapes
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if (view.Flags & ViewFlags::PhysicsDebug)
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{
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for (int32 i = 0; i < PhysicsDebug.Count(); i++)
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{
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PhysicsDebug[i](view);
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}
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}
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}
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#endif
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}
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void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
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{
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for (int32 i = 0; i < PostFxProviders.Count(); i++)
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{
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PostFxProviders[i]->Collect(renderContext);
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}
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}
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void SceneRendering::Clear()
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{
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Geometry.Clear();
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Common.Clear();
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CommonNoCulling.Clear();
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#if USE_EDITOR
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PhysicsDebug.Clear();
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#endif
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}
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