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