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forked from 0ad/0ad
0ad/source/graphics/GameView.h
Ykkrosh b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00

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3.3 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_GAMEVIEW
#define INCLUDED_GAMEVIEW
#include "renderer/Scene.h"
#include "simulation2/system/Entity.h"
#include "lib/input.h" // InReaction - can't forward-declare enum
class CGame;
class CObjectManager;
class CCamera;
class CCinemaManager;
class CVector3D;
struct SViewPort;
class JSObject;
class CGameViewImpl;
class CGameView : private Scene
{
NONCOPYABLE(CGameView);
private:
CGameViewImpl* m;
// Check whether lighting environment has changed and update vertex data if necessary
void CheckLightEnv();
public:
//BEGIN: Implementation of Scene
virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c);
virtual CLOSTexture& GetLOSTexture();
virtual CTerritoryTexture& GetTerritoryTexture();
//END: Implementation of Scene
private:
// InitResources(): Load all graphics resources (textures, actor objects and
// alpha maps) required by the game
//void InitResources();
// UnloadResources(): Unload all graphics resources loaded by InitResources
void UnloadResources();
public:
CGameView(CGame *pGame);
~CGameView();
void SetViewport(const SViewPort& vp);
void RegisterInit();
int Initialize();
CObjectManager& GetObjectManager() const;
/**
* Updates all the view information (i.e. rotate camera, scroll, whatever). This will *not* change any
* World information - only the *presentation*.
*
* @param deltaRealTime Elapsed real time since the last frame.
*/
void Update(const float deltaRealTime);
void BeginFrame();
void Render();
InReaction HandleEvent(const SDL_Event_* ev);
float GetCameraX();
float GetCameraZ();
float GetCameraPosX();
float GetCameraPosY();
float GetCameraPosZ();
float GetCameraRotX();
float GetCameraRotY();
float GetCameraZoom();
void SetCamera(CVector3D Pos, float RotX, float RotY, float Zoom);
void MoveCameraTarget(const CVector3D& target);
void ResetCameraTarget(const CVector3D& target);
void ResetCameraAngleZoom();
void CameraFollow(entity_id_t entity, bool firstPerson);
entity_id_t GetFollowedEntity();
CVector3D GetSmoothPivot(CCamera &camera) const;
float GetNear() const;
float GetFar() const;
float GetFOV() const;
#define DECLARE_BOOLEAN_SETTING(NAME) \
bool Get##NAME##Enabled(); \
void Set##NAME##Enabled(bool Enabled);
DECLARE_BOOLEAN_SETTING(Culling);
DECLARE_BOOLEAN_SETTING(LockCullCamera);
DECLARE_BOOLEAN_SETTING(ConstrainCamera);
#undef DECLARE_BOOLEAN_SETTING
// Set projection of current camera using near, far, and FOV values
void SetCameraProjection();
CCamera *GetCamera();
CCinemaManager* GetCinema();
JSObject* GetScript();
};
extern InReaction game_view_handler(const SDL_Event_* ev);
#endif