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FlaxEngine/Source/Engine/Graphics/RenderView.cpp

154 lines
5.1 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "RenderView.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)
Vector2 taaJitter;
NonJitteredProjection = Projection;
if (renderContext.List->Settings.AntiAliasing.Mode == AntialiasingMode::TemporalAntialiasing)
{
// 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;
const float jitterX = RendererUtils::TemporalHalton(TaaFrameIndex + 1, 2) * jitterSpread;
const float jitterY = RendererUtils::TemporalHalton(TaaFrameIndex + 1, 3) * jitterSpread;
taaJitter = Vector2(jitterX * 2.0f / width, jitterY * 2.0f / height);
// Modify projection matrix
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 = Vector2::Zero;
}
renderContext.List->Init(renderContext);
renderContext.LodProxyView = nullptr;
PrepareCache(renderContext, width, height, taaJitter);
}
void RenderView::PrepareCache(RenderContext& renderContext, float width, float height, const Vector2& temporalAAJitter)
{
// The same format used by the Flax common shaders and postFx materials
ViewInfo = Vector4(1.0f / Projection.M11, 1.0f / Projection.M22, Far / (Far - Near), (-Far * Near) / (Far - Near) / Far);
ScreenSize = Vector4(width, height, 1.0f / width, 1.0f / height);
TemporalAAJitter.Z = TemporalAAJitter.X;
TemporalAAJitter.W = TemporalAAJitter.Y;
TemporalAAJitter.X = temporalAAJitter.X;
TemporalAAJitter.Y = temporalAAJitter.Y;
// Ortho views have issues with screen size LOD culling
const float modelLODDistanceFactor = (renderContext.LodProxyView ? renderContext.LodProxyView->IsOrthographicProjection() : IsOrthographicProjection()) ? 100.0f : ModelLODDistanceFactor;
ModelLODDistanceFactorSqrt = modelLODDistanceFactor * modelLODDistanceFactor;
}
void RenderView::SetFace(int32 faceIndex)
{
static Vector3 directions[6] =
{
{ Vector3::Right },
{ Vector3::Left },
{ Vector3::Up },
{ Vector3::Down },
{ Vector3::Forward },
{ Vector3::Backward },
};
static Vector3 ups[6] =
{
{ Vector3::Up },
{ Vector3::Up },
{ Vector3::Backward },
{ Vector3::Forward },
{ Vector3::Up },
{ Vector3::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::CopyFrom(Camera* camera)
{
Position = camera->GetPosition();
Direction = camera->GetDirection();
Near = camera->GetNearPlane();
Far = camera->GetFarPlane();
View = camera->GetView();
Projection = camera->GetProjection();
NonJitteredProjection = Projection;
Frustum = camera->GetFrustum();
Matrix::Invert(View, IV);
Matrix::Invert(Projection, IP);
Frustum.GetInvMatrix(IVP);
CullingFrustum = Frustum;
RenderLayersMask = camera->RenderLayersMask;
}
void RenderView::CopyFrom(Camera* camera, Viewport* viewport)
{
Position = camera->GetPosition();
Direction = camera->GetDirection();
Near = camera->GetNearPlane();
Far = camera->GetFarPlane();
View = camera->GetView();
camera->GetMatrices(View, Projection, *viewport);
Frustum.SetMatrix(View, Projection);
NonJitteredProjection = Projection;
Matrix::Invert(View, IV);
Matrix::Invert(Projection, IP);
Frustum.GetInvMatrix(IVP);
CullingFrustum = Frustum;
RenderLayersMask = camera->RenderLayersMask;
}
DrawPass RenderView::GetShadowsDrawPassMask(ShadowsCastingMode shadowsMode) const
{
switch (shadowsMode)
{
case ShadowsCastingMode::All:
return DrawPass::All;
case ShadowsCastingMode::DynamicOnly:
return IsOfflinePass ? ~DrawPass::Depth : DrawPass::All;
case ShadowsCastingMode::StaticOnly:
return IsOfflinePass ? DrawPass::All : ~DrawPass::Depth;
case ShadowsCastingMode::None:
return ~DrawPass::Depth;
default:
return DrawPass::All;
}
}