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forked from 0ad/0ad
0ad/source/renderer/SceneRenderer.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

1208 lines
39 KiB
C++

/* Copyright (C) 2023 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/>.
*/
#include "precompiled.h"
#include "SceneRenderer.h"
#include "graphics/Camera.h"
#include "graphics/Decal.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/MaterialManager.h"
#include "graphics/MiniMapTexture.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ParticleManager.h"
#include "graphics/Patch.h"
#include "graphics/ShaderManager.h"
#include "graphics/TerritoryTexture.h"
#include "graphics/Terrain.h"
#include "graphics/Texture.h"
#include "graphics/TextureManager.h"
#include "maths/Matrix3D.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/backend/IDevice.h"
#include "renderer/DebugRenderer.h"
#include "renderer/HWLightingModelRenderer.h"
#include "renderer/InstancingModelRenderer.h"
#include "renderer/ModelRenderer.h"
#include "renderer/OverlayRenderer.h"
#include "renderer/ParticleRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "renderer/RenderModifiers.h"
#include "renderer/ShadowMap.h"
#include "renderer/SilhouetteRenderer.h"
#include "renderer/SkyManager.h"
#include "renderer/TerrainOverlay.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/WaterManager.h"
#include <algorithm>
struct SScreenRect
{
int x1, y1, x2, y2;
};
/**
* Struct CSceneRendererInternals: Truly hide data that is supposed to be hidden
* in this structure so it won't even appear in header files.
*/
class CSceneRenderer::Internals
{
NONCOPYABLE(Internals);
public:
Internals(Renderer::Backend::IDevice* device)
: waterManager(device), shadow(device)
{
}
~Internals() = default;
/// Water manager
WaterManager waterManager;
/// Sky manager
SkyManager skyManager;
/// Terrain renderer
TerrainRenderer terrainRenderer;
/// Overlay renderer
OverlayRenderer overlayRenderer;
/// Particle manager
CParticleManager particleManager;
/// Particle renderer
ParticleRenderer particleRenderer;
/// Material manager
CMaterialManager materialManager;
/// Shadow map
ShadowMap shadow;
SilhouetteRenderer silhouetteRenderer;
/// Various model renderers
struct Models
{
// NOTE: The current renderer design (with ModelRenderer, ModelVertexRenderer,
// RenderModifier, etc) is mostly a relic of an older design that implemented
// the different materials and rendering modes through extensive subclassing
// and hooking objects together in various combinations.
// The new design uses the CShaderManager API to abstract away the details
// of rendering, and uses a data-driven approach to materials, so there are
// now a small number of generic subclasses instead of many specialised subclasses,
// but most of the old infrastructure hasn't been refactored out yet and leads to
// some unwanted complexity.
// Submitted models are split on two axes:
// - Normal vs Transp[arent] - alpha-blended models are stored in a separate
// list so we can draw them above/below the alpha-blended water plane correctly
// - Skinned vs Unskinned - with hardware lighting we don't need to
// duplicate mesh data per model instance (except for skinned models),
// so non-skinned models get different ModelVertexRenderers
ModelRendererPtr NormalSkinned;
ModelRendererPtr NormalUnskinned; // == NormalSkinned if unskinned shader instancing not supported
ModelRendererPtr TranspSkinned;
ModelRendererPtr TranspUnskinned; // == TranspSkinned if unskinned shader instancing not supported
ModelVertexRendererPtr VertexRendererShader;
ModelVertexRendererPtr VertexInstancingShader;
ModelVertexRendererPtr VertexGPUSkinningShader;
LitRenderModifierPtr ModShader;
} Model;
CShaderDefines globalContext;
/**
* Renders all non-alpha-blended models with the given context.
*/
void CallModelRenderers(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, int flags)
{
CShaderDefines contextSkinned = context;
if (g_RenderingOptions.GetGPUSkinning())
{
contextSkinned.Add(str_USE_INSTANCING, str_1);
contextSkinned.Add(str_USE_GPU_SKINNING, str_1);
}
Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags);
if (Model.NormalUnskinned != Model.NormalSkinned)
{
CShaderDefines contextUnskinned = context;
contextUnskinned.Add(str_USE_INSTANCING, str_1);
Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags);
}
}
/**
* Renders all alpha-blended models with the given context.
*/
void CallTranspModelRenderers(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, int flags)
{
CShaderDefines contextSkinned = context;
if (g_RenderingOptions.GetGPUSkinning())
{
contextSkinned.Add(str_USE_INSTANCING, str_1);
contextSkinned.Add(str_USE_GPU_SKINNING, str_1);
}
Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags);
if (Model.TranspUnskinned != Model.TranspSkinned)
{
CShaderDefines contextUnskinned = context;
contextUnskinned.Add(str_USE_INSTANCING, str_1);
Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags);
}
}
};
CSceneRenderer::CSceneRenderer(Renderer::Backend::IDevice* device)
{
m = std::make_unique<Internals>(device);
m_TerrainRenderMode = SOLID;
m_WaterRenderMode = SOLID;
m_ModelRenderMode = SOLID;
m_OverlayRenderMode = SOLID;
m_DisplayTerrainPriorities = false;
m_LightEnv = nullptr;
m_CurrentScene = nullptr;
}
CSceneRenderer::~CSceneRenderer()
{
// We no longer UnloadWaterTextures here -
// that is the responsibility of the module that asked for
// them to be loaded (i.e. CGameView).
m.reset();
}
void CSceneRenderer::ReloadShaders(Renderer::Backend::IDevice* device)
{
m->globalContext = CShaderDefines();
if (g_RenderingOptions.GetShadows())
{
m->globalContext.Add(str_USE_SHADOW, str_1);
if (device->GetBackend() == Renderer::Backend::Backend::GL_ARB &&
device->GetCapabilities().ARBShadersShadow)
{
m->globalContext.Add(str_USE_FP_SHADOW, str_1);
}
if (g_RenderingOptions.GetShadowPCF())
m->globalContext.Add(str_USE_SHADOW_PCF, str_1);
const int cascadeCount = m->shadow.GetCascadeCount();
ENSURE(1 <= cascadeCount && cascadeCount <= 4);
const CStrIntern cascadeCountStr[5] = {str_0, str_1, str_2, str_3, str_4};
m->globalContext.Add(str_SHADOWS_CASCADE_COUNT, cascadeCountStr[cascadeCount]);
#if !CONFIG2_GLES
m->globalContext.Add(str_USE_SHADOW_SAMPLER, str_1);
#endif
}
m->globalContext.Add(str_RENDER_DEBUG_MODE,
RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()));
if (device->GetBackend() != Renderer::Backend::Backend::GL_ARB && g_RenderingOptions.GetFog())
m->globalContext.Add(str_USE_FOG, str_1);
m->Model.ModShader = LitRenderModifierPtr(new ShaderRenderModifier());
ENSURE(g_RenderingOptions.GetRenderPath() != RenderPath::FIXED);
m->Model.VertexRendererShader = ModelVertexRendererPtr(new ShaderModelVertexRenderer());
m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer(false, device->GetBackend() != Renderer::Backend::Backend::GL_ARB));
if (g_RenderingOptions.GetGPUSkinning()) // TODO: should check caps and GLSL etc too
{
m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new InstancingModelRenderer(true, device->GetBackend() != Renderer::Backend::Backend::GL_ARB));
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
}
else
{
m->Model.VertexGPUSkinningShader.reset();
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
}
m->Model.NormalUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
m->Model.TranspUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
}
void CSceneRenderer::Initialize()
{
// Let component renderers perform one-time initialization after graphics capabilities and
// the shader path have been determined.
m->waterManager.Initialize();
m->terrainRenderer.Initialize();
m->overlayRenderer.Initialize();
}
// resize renderer view
void CSceneRenderer::Resize(int UNUSED(width), int UNUSED(height))
{
// need to recreate the shadow map object to resize the shadow texture
m->shadow.RecreateTexture();
m->waterManager.RecreateOrLoadTexturesIfNeeded();
}
void CSceneRenderer::BeginFrame()
{
// choose model renderers for this frame
m->Model.ModShader->SetShadowMap(&m->shadow);
m->Model.ModShader->SetLightEnv(m_LightEnv);
}
void CSceneRenderer::SetSimulation(CSimulation2* simulation)
{
// set current simulation context for terrain renderer
m->terrainRenderer.SetSimulation(simulation);
}
void CSceneRenderer::RenderShadowMap(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context)
{
PROFILE3_GPU("shadow map");
GPU_SCOPED_LABEL(deviceCommandContext, "Render shadow map");
CShaderDefines shadowsContext = context;
shadowsContext.Add(str_PASS_SHADOWS, str_1);
CShaderDefines contextCast = shadowsContext;
contextCast.Add(str_MODE_SHADOWCAST, str_1);
m->shadow.BeginRender(deviceCommandContext);
const int cascadeCount = m->shadow.GetCascadeCount();
ENSURE(0 <= cascadeCount && cascadeCount <= 4);
for (int cascade = 0; cascade < cascadeCount; ++cascade)
{
m->shadow.PrepareCamera(deviceCommandContext, cascade);
const int cullGroup = CULL_SHADOWS_CASCADE_0 + cascade;
{
PROFILE("render patches");
m->terrainRenderer.RenderPatches(deviceCommandContext, cullGroup, shadowsContext);
}
{
PROFILE("render models");
m->CallModelRenderers(deviceCommandContext, contextCast, cullGroup, MODELFLAG_CASTSHADOWS);
}
{
PROFILE("render transparent models");
m->CallTranspModelRenderers(deviceCommandContext, contextCast, cullGroup, MODELFLAG_CASTSHADOWS);
}
}
m->shadow.EndRender(deviceCommandContext);
}
void CSceneRenderer::RenderPatches(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup)
{
PROFILE3_GPU("patches");
GPU_SCOPED_LABEL(deviceCommandContext, "Render patches");
// Switch on wireframe if we need it.
CShaderDefines localContext = context;
if (m_TerrainRenderMode == WIREFRAME)
localContext.Add(str_MODE_WIREFRAME, str_1);
// Render all the patches, including blend pass.
m->terrainRenderer.RenderTerrainShader(deviceCommandContext, localContext, cullGroup,
g_RenderingOptions.GetShadows() ? &m->shadow : nullptr);
if (m_TerrainRenderMode == EDGED_FACES)
{
localContext.Add(str_MODE_WIREFRAME, str_1);
// Edged faces: need to make a second pass over the data.
// Render tiles edges.
m->terrainRenderer.RenderPatches(
deviceCommandContext, cullGroup, localContext, CColor(0.5f, 0.5f, 1.0f, 1.0f));
// Render outline of each patch.
m->terrainRenderer.RenderOutlines(deviceCommandContext, cullGroup);
}
}
void CSceneRenderer::RenderModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup)
{
PROFILE3_GPU("models");
GPU_SCOPED_LABEL(deviceCommandContext, "Render models");
int flags = 0;
CShaderDefines localContext = context;
if (m_ModelRenderMode == WIREFRAME)
localContext.Add(str_MODE_WIREFRAME, str_1);
m->CallModelRenderers(deviceCommandContext, localContext, cullGroup, flags);
if (m_ModelRenderMode == EDGED_FACES)
{
localContext.Add(str_MODE_WIREFRAME_SOLID, str_1);
m->CallModelRenderers(deviceCommandContext, localContext, cullGroup, flags);
}
}
void CSceneRenderer::RenderTransparentModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, ETransparentMode transparentMode)
{
PROFILE3_GPU("transparent models");
GPU_SCOPED_LABEL(deviceCommandContext, "Render transparent models");
int flags = 0;
CShaderDefines contextOpaque = context;
contextOpaque.Add(str_ALPHABLEND_PASS_OPAQUE, str_1);
CShaderDefines contextBlend = context;
contextBlend.Add(str_ALPHABLEND_PASS_BLEND, str_1);
if (m_ModelRenderMode == WIREFRAME)
{
contextOpaque.Add(str_MODE_WIREFRAME, str_1);
contextBlend.Add(str_MODE_WIREFRAME, str_1);
}
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE)
m->CallTranspModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags);
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND)
m->CallTranspModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags);
if (m_ModelRenderMode == EDGED_FACES)
{
CShaderDefines contextWireframe = contextOpaque;
contextWireframe.Add(str_MODE_WIREFRAME, str_1);
m->CallTranspModelRenderers(deviceCommandContext, contextWireframe, cullGroup, flags);
}
}
// SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space)
// Based on code from Game Programming Gems 5, from http://www.terathon.com/code/oblique.html
// - worldPlane is a clip plane in world space (worldPlane.Dot(v) >= 0 for any vector v passing the clipping test)
void CSceneRenderer::SetObliqueFrustumClipping(CCamera& camera, const CVector4D& worldPlane) const
{
// First, we'll convert the given clip plane to camera space, then we'll
// Get the view matrix and normal matrix (top 3x3 part of view matrix)
CMatrix3D normalMatrix = camera.GetOrientation().GetTranspose();
CVector4D camPlane = normalMatrix.Transform(worldPlane);
CMatrix3D matrix = camera.GetProjection();
// Calculate the clip-space corner point opposite the clipping plane
// as (sgn(camPlane.x), sgn(camPlane.y), 1, 1) and
// transform it into camera space by multiplying it
// by the inverse of the projection matrix
CVector4D q;
q.X = (Sign(camPlane.X) - matrix[8] / matrix[11]) / matrix[0];
q.Y = (Sign(camPlane.Y) - matrix[9] / matrix[11]) / matrix[5];
q.Z = 1.0f / matrix[11];
q.W = (1.0f - matrix[10] / matrix[11]) / matrix[14];
// Calculate the scaled plane vector
CVector4D c = camPlane * (2.0f * matrix[11] / camPlane.Dot(q));
// Replace the third row of the projection matrix
matrix[2] = c.X;
matrix[6] = c.Y;
matrix[10] = c.Z - matrix[11];
matrix[14] = c.W;
// Load it back into the camera
camera.SetProjection(matrix);
}
void CSceneRenderer::ComputeReflectionCamera(CCamera& camera, const CBoundingBoxAligned& scissor) const
{
WaterManager& wm = m->waterManager;
CMatrix3D projection;
if (m_ViewCamera.GetProjectionType() == CCamera::ProjectionType::PERSPECTIVE)
{
const float aspectRatio = 1.0f;
// Expand fov slightly since ripples can reflect parts of the scene that
// are slightly outside the normal camera view, and we want to avoid any
// noticeable edge-filtering artifacts
projection.SetPerspective(m_ViewCamera.GetFOV() * 1.05f, aspectRatio, m_ViewCamera.GetNearPlane(), m_ViewCamera.GetFarPlane());
}
else
projection = m_ViewCamera.GetProjection();
camera = m_ViewCamera;
// Temporarily change the camera to one that is reflected.
// Also, for texturing purposes, make it render to a view port the size of the
// water texture, stretch the image according to our aspect ratio so it covers
// the whole screen despite being rendered into a square, and cover slightly more
// of the view so we can see wavy reflections of slightly off-screen objects.
camera.m_Orientation.Scale(1, -1, 1);
camera.m_Orientation.Translate(0, 2 * wm.m_WaterHeight, 0);
camera.UpdateFrustum(scissor);
// Clip slightly above the water to improve reflections of objects on the water
// when the reflections are distorted.
camera.ClipFrustum(CVector4D(0, 1, 0, -wm.m_WaterHeight + 2.0f));
SViewPort vp;
vp.m_Height = wm.m_RefTextureSize;
vp.m_Width = wm.m_RefTextureSize;
vp.m_X = 0;
vp.m_Y = 0;
camera.SetViewPort(vp);
camera.SetProjection(projection);
CMatrix3D scaleMat;
scaleMat.SetScaling(g_Renderer.GetHeight() / static_cast<float>(std::max(1, g_Renderer.GetWidth())), 1.0f, 1.0f);
camera.SetProjection(scaleMat * camera.GetProjection());
CVector4D camPlane(0, 1, 0, -wm.m_WaterHeight + 0.5f);
SetObliqueFrustumClipping(camera, camPlane);
}
void CSceneRenderer::ComputeRefractionCamera(CCamera& camera, const CBoundingBoxAligned& scissor) const
{
WaterManager& wm = m->waterManager;
CMatrix3D projection;
if (m_ViewCamera.GetProjectionType() == CCamera::ProjectionType::PERSPECTIVE)
{
const float aspectRatio = 1.0f;
// Expand fov slightly since ripples can reflect parts of the scene that
// are slightly outside the normal camera view, and we want to avoid any
// noticeable edge-filtering artifacts
projection.SetPerspective(m_ViewCamera.GetFOV() * 1.05f, aspectRatio, m_ViewCamera.GetNearPlane(), m_ViewCamera.GetFarPlane());
}
else
projection = m_ViewCamera.GetProjection();
camera = m_ViewCamera;
// Temporarily change the camera to make it render to a view port the size of the
// water texture, stretch the image according to our aspect ratio so it covers
// the whole screen despite being rendered into a square, and cover slightly more
// of the view so we can see wavy refractions of slightly off-screen objects.
camera.UpdateFrustum(scissor);
camera.ClipFrustum(CVector4D(0, -1, 0, wm.m_WaterHeight + 0.5f)); // add some to avoid artifacts near steep shores.
SViewPort vp;
vp.m_Height = wm.m_RefTextureSize;
vp.m_Width = wm.m_RefTextureSize;
vp.m_X = 0;
vp.m_Y = 0;
camera.SetViewPort(vp);
camera.SetProjection(projection);
CMatrix3D scaleMat;
scaleMat.SetScaling(g_Renderer.GetHeight() / static_cast<float>(std::max(1, g_Renderer.GetWidth())), 1.0f, 1.0f);
camera.SetProjection(scaleMat * camera.GetProjection());
}
// RenderReflections: render the water reflections to the reflection texture
void CSceneRenderer::RenderReflections(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, const CBoundingBoxAligned& scissor)
{
PROFILE3_GPU("water reflections");
GPU_SCOPED_LABEL(deviceCommandContext, "Render water reflections");
WaterManager& wm = m->waterManager;
// Remember old camera
CCamera normalCamera = m_ViewCamera;
ComputeReflectionCamera(m_ViewCamera, scissor);
const CBoundingBoxAligned reflectionScissor =
m->terrainRenderer.ScissorWater(CULL_DEFAULT, m_ViewCamera);
if (reflectionScissor.IsEmpty())
{
m_ViewCamera = normalCamera;
return;
}
// Save the model-view-projection matrix so the shaders can use it for projective texturing
wm.m_ReflectionMatrix = m_ViewCamera.GetViewProjection();
if (deviceCommandContext->GetDevice()->GetBackend() == Renderer::Backend::Backend::VULKAN)
{
CMatrix3D flip;
flip.SetIdentity();
flip._22 = -1.0f;
wm.m_ReflectionMatrix = flip * wm.m_ReflectionMatrix;
}
float vpHeight = wm.m_RefTextureSize;
float vpWidth = wm.m_RefTextureSize;
SScreenRect screenScissor;
screenScissor.x1 = static_cast<int>(floor((reflectionScissor[0].X * 0.5f + 0.5f) * vpWidth));
screenScissor.y1 = static_cast<int>(floor((reflectionScissor[0].Y * 0.5f + 0.5f) * vpHeight));
screenScissor.x2 = static_cast<int>(ceil((reflectionScissor[1].X * 0.5f + 0.5f) * vpWidth));
screenScissor.y2 = static_cast<int>(ceil((reflectionScissor[1].Y * 0.5f + 0.5f) * vpHeight));
deviceCommandContext->BeginFramebufferPass(wm.m_ReflectionFramebuffer.get());
Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
viewportRect.width = vpWidth;
viewportRect.height = vpHeight;
deviceCommandContext->SetViewports(1, &viewportRect);
Renderer::Backend::IDeviceCommandContext::Rect scissorRect;
scissorRect.x = screenScissor.x1;
scissorRect.y = screenScissor.y1;
scissorRect.width = screenScissor.x2 - screenScissor.x1;
scissorRect.height = screenScissor.y2 - screenScissor.y1;
deviceCommandContext->SetScissors(1, &scissorRect);
CShaderDefines reflectionsContext = context;
reflectionsContext.Add(str_PASS_REFLECTIONS, str_1);
// Render terrain and models
RenderPatches(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS);
RenderModels(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS);
RenderTransparentModels(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS, TRANSPARENT);
// Particles are always oriented to face the camera in the vertex shader,
// so they don't need the inverted cull face.
if (g_RenderingOptions.GetParticles())
{
RenderParticles(deviceCommandContext, CULL_REFLECTIONS);
}
deviceCommandContext->SetScissors(0, nullptr);
deviceCommandContext->EndFramebufferPass();
// Reset old camera
m_ViewCamera = normalCamera;
}
// RenderRefractions: render the water refractions to the refraction texture
void CSceneRenderer::RenderRefractions(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, const CBoundingBoxAligned &scissor)
{
PROFILE3_GPU("water refractions");
GPU_SCOPED_LABEL(deviceCommandContext, "Render water refractions");
WaterManager& wm = m->waterManager;
// Remember old camera
CCamera normalCamera = m_ViewCamera;
ComputeRefractionCamera(m_ViewCamera, scissor);
const CBoundingBoxAligned refractionScissor =
m->terrainRenderer.ScissorWater(CULL_DEFAULT, m_ViewCamera);
if (refractionScissor.IsEmpty())
{
m_ViewCamera = normalCamera;
return;
}
CVector4D camPlane(0, -1, 0, wm.m_WaterHeight + 2.0f);
SetObliqueFrustumClipping(m_ViewCamera, camPlane);
// Save the model-view-projection matrix so the shaders can use it for projective texturing
wm.m_RefractionMatrix = m_ViewCamera.GetViewProjection();
wm.m_RefractionProjInvMatrix = m_ViewCamera.GetProjection().GetInverse();
wm.m_RefractionViewInvMatrix = m_ViewCamera.GetOrientation();
if (deviceCommandContext->GetDevice()->GetBackend() == Renderer::Backend::Backend::VULKAN)
{
CMatrix3D flip;
flip.SetIdentity();
flip._22 = -1.0f;
wm.m_RefractionMatrix = flip * wm.m_RefractionMatrix;
wm.m_RefractionProjInvMatrix = wm.m_RefractionProjInvMatrix * flip;
}
float vpHeight = wm.m_RefTextureSize;
float vpWidth = wm.m_RefTextureSize;
SScreenRect screenScissor;
screenScissor.x1 = static_cast<int>(floor((refractionScissor[0].X * 0.5f + 0.5f) * vpWidth));
screenScissor.y1 = static_cast<int>(floor((refractionScissor[0].Y * 0.5f + 0.5f) * vpHeight));
screenScissor.x2 = static_cast<int>(ceil((refractionScissor[1].X * 0.5f + 0.5f) * vpWidth));
screenScissor.y2 = static_cast<int>(ceil((refractionScissor[1].Y * 0.5f + 0.5f) * vpHeight));
deviceCommandContext->BeginFramebufferPass(wm.m_RefractionFramebuffer.get());
Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
viewportRect.width = vpWidth;
viewportRect.height = vpHeight;
deviceCommandContext->SetViewports(1, &viewportRect);
Renderer::Backend::IDeviceCommandContext::Rect scissorRect;
scissorRect.x = screenScissor.x1;
scissorRect.y = screenScissor.y1;
scissorRect.width = screenScissor.x2 - screenScissor.x1;
scissorRect.height = screenScissor.y2 - screenScissor.y1;
deviceCommandContext->SetScissors(1, &scissorRect);
// Render terrain and models
RenderPatches(deviceCommandContext, context, CULL_REFRACTIONS);
// Render debug-related terrain overlays to make it visible under water.
ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext);
RenderModels(deviceCommandContext, context, CULL_REFRACTIONS);
RenderTransparentModels(deviceCommandContext, context, CULL_REFRACTIONS, TRANSPARENT_OPAQUE);
deviceCommandContext->SetScissors(0, nullptr);
deviceCommandContext->EndFramebufferPass();
// Reset old camera
m_ViewCamera = normalCamera;
}
void CSceneRenderer::RenderSilhouettes(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context)
{
PROFILE3_GPU("silhouettes");
GPU_SCOPED_LABEL(deviceCommandContext, "Render silhouettes");
CShaderDefines contextOccluder = context;
contextOccluder.Add(str_MODE_SILHOUETTEOCCLUDER, str_1);
CShaderDefines contextDisplay = context;
contextDisplay.Add(str_MODE_SILHOUETTEDISPLAY, str_1);
// Render silhouettes of units hidden behind terrain or occluders.
// To avoid breaking the standard rendering of alpha-blended objects, this
// has to be done in a separate pass.
// First we render all occluders into depth, then render all units with
// inverted depth test so any behind an occluder will get drawn in a constant
// color.
// TODO: do we need clear here?
deviceCommandContext->ClearFramebuffer(false, true, true);
// Render occluders:
{
PROFILE("render patches");
m->terrainRenderer.RenderPatches(deviceCommandContext, CULL_SILHOUETTE_OCCLUDER, contextOccluder);
}
{
PROFILE("render model occluders");
m->CallModelRenderers(deviceCommandContext, contextOccluder, CULL_SILHOUETTE_OCCLUDER, 0);
}
{
PROFILE("render transparent occluders");
m->CallTranspModelRenderers(deviceCommandContext, contextOccluder, CULL_SILHOUETTE_OCCLUDER, 0);
}
// Since we can't sort, we'll use the stencil buffer to ensure we only draw
// a pixel once (using the color of whatever model happens to be drawn first).
{
PROFILE("render model casters");
m->CallModelRenderers(deviceCommandContext, contextDisplay, CULL_SILHOUETTE_CASTER, 0);
}
{
PROFILE("render transparent casters");
m->CallTranspModelRenderers(deviceCommandContext, contextDisplay, CULL_SILHOUETTE_CASTER, 0);
}
}
void CSceneRenderer::RenderParticles(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup)
{
PROFILE3_GPU("particles");
GPU_SCOPED_LABEL(deviceCommandContext, "Render particles");
m->particleRenderer.RenderParticles(
deviceCommandContext, cullGroup, m_ModelRenderMode == WIREFRAME);
if (m_ModelRenderMode == EDGED_FACES)
{
m->particleRenderer.RenderParticles(
deviceCommandContext, cullGroup, true);
m->particleRenderer.RenderBounds(cullGroup);
}
}
void CSceneRenderer::PrepareSubmissions(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CBoundingBoxAligned& waterScissor)
{
PROFILE3("prepare submissions");
GPU_SCOPED_LABEL(deviceCommandContext, "Prepare submissions");
m->skyManager.LoadAndUploadSkyTexturesIfNeeded(deviceCommandContext);
GetScene().GetLOSTexture().InterpolateLOS(deviceCommandContext);
GetScene().GetTerritoryTexture().UpdateIfNeeded(deviceCommandContext);
GetScene().GetMiniMapTexture().Render(
deviceCommandContext, GetScene().GetLOSTexture(), GetScene().GetTerritoryTexture());
CShaderDefines context = m->globalContext;
// Prepare model renderers
{
PROFILE3("prepare models");
m->Model.NormalSkinned->PrepareModels();
m->Model.TranspSkinned->PrepareModels();
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
m->Model.NormalUnskinned->PrepareModels();
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
m->Model.TranspUnskinned->PrepareModels();
}
m->terrainRenderer.PrepareForRendering();
m->overlayRenderer.PrepareForRendering();
m->particleRenderer.PrepareForRendering(context);
{
PROFILE3("upload models");
m->Model.NormalSkinned->UploadModels(deviceCommandContext);
m->Model.TranspSkinned->UploadModels(deviceCommandContext);
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
m->Model.NormalUnskinned->UploadModels(deviceCommandContext);
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
m->Model.TranspUnskinned->UploadModels(deviceCommandContext);
}
m->overlayRenderer.Upload(deviceCommandContext);
m->particleRenderer.Upload(deviceCommandContext);
if (g_RenderingOptions.GetShadows())
{
RenderShadowMap(deviceCommandContext, context);
}
if (m->waterManager.m_RenderWater)
{
if (waterScissor.GetVolume() > 0 && m->waterManager.WillRenderFancyWater())
{
m->waterManager.UpdateQuality();
PROFILE3_GPU("water scissor");
if (g_RenderingOptions.GetWaterReflection())
RenderReflections(deviceCommandContext, context, waterScissor);
if (g_RenderingOptions.GetWaterRefraction())
RenderRefractions(deviceCommandContext, context, waterScissor);
if (g_RenderingOptions.GetWaterFancyEffects())
m->terrainRenderer.RenderWaterFoamOccluders(deviceCommandContext, CULL_DEFAULT);
}
}
}
void CSceneRenderer::RenderSubmissions(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CBoundingBoxAligned& waterScissor)
{
PROFILE3("render submissions");
GPU_SCOPED_LABEL(deviceCommandContext, "Render submissions");
CShaderDefines context = m->globalContext;
constexpr int cullGroup = CULL_DEFAULT;
m->skyManager.RenderSky(deviceCommandContext);
// render submitted patches and models
RenderPatches(deviceCommandContext, context, cullGroup);
// render debug-related terrain overlays
ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext);
// render other debug-related overlays before water (so they can be seen when underwater)
m->overlayRenderer.RenderOverlaysBeforeWater(deviceCommandContext);
RenderModels(deviceCommandContext, context, cullGroup);
// render water
if (m->waterManager.m_RenderWater && g_Game && waterScissor.GetVolume() > 0)
{
if (m->waterManager.WillRenderFancyWater())
{
// Render transparent stuff, but only the solid parts that can occlude block water.
RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT_OPAQUE);
m->terrainRenderer.RenderWater(deviceCommandContext, context, cullGroup, &m->shadow);
// Render transparent stuff again, but only the blended parts that overlap water.
RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT_BLEND);
}
else
{
m->terrainRenderer.RenderWater(deviceCommandContext, context, cullGroup, &m->shadow);
// Render transparent stuff, so it can overlap models/terrain.
RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT);
}
}
else
{
// render transparent stuff, so it can overlap models/terrain
RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT);
}
// render debug-related terrain overlays
ITerrainOverlay::RenderOverlaysAfterWater(deviceCommandContext, cullGroup);
// render some other overlays after water (so they can be displayed on top of water)
m->overlayRenderer.RenderOverlaysAfterWater(deviceCommandContext);
// particles are transparent so render after water
if (g_RenderingOptions.GetParticles())
{
RenderParticles(deviceCommandContext, cullGroup);
}
// render debug lines
if (g_RenderingOptions.GetDisplayFrustum())
DisplayFrustum();
if (g_RenderingOptions.GetDisplayShadowsFrustum())
m->shadow.RenderDebugBounds();
m->silhouetteRenderer.RenderDebugBounds(deviceCommandContext);
}
void CSceneRenderer::EndFrame()
{
// empty lists
m->terrainRenderer.EndFrame();
m->overlayRenderer.EndFrame();
m->particleRenderer.EndFrame();
m->silhouetteRenderer.EndFrame();
// Finish model renderers
m->Model.NormalSkinned->EndFrame();
m->Model.TranspSkinned->EndFrame();
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
m->Model.NormalUnskinned->EndFrame();
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
m->Model.TranspUnskinned->EndFrame();
}
void CSceneRenderer::DisplayFrustum()
{
g_Renderer.GetDebugRenderer().DrawCameraFrustum(m_CullCamera, CColor(1.0f, 1.0f, 1.0f, 0.25f), 2);
g_Renderer.GetDebugRenderer().DrawCameraFrustum(m_CullCamera, CColor(1.0f, 1.0f, 1.0f, 1.0f), 2, true);
}
// Text overlay rendering
void CSceneRenderer::RenderTextOverlays(CCanvas2D& canvas)
{
PROFILE3_GPU("text overlays");
if (m_DisplayTerrainPriorities)
m->terrainRenderer.RenderPriorities(canvas, CULL_DEFAULT);
}
// SetSceneCamera: setup projection and transform of camera and adjust viewport to current view
// The camera always represents the actual camera used to render a scene, not any virtual camera
// used for shadow rendering or reflections.
void CSceneRenderer::SetSceneCamera(const CCamera& viewCamera, const CCamera& cullCamera)
{
m_ViewCamera = viewCamera;
m_CullCamera = cullCamera;
if (g_RenderingOptions.GetShadows())
m->shadow.SetupFrame(m_CullCamera, m_LightEnv->GetSunDir());
}
void CSceneRenderer::Submit(CPatch* patch)
{
if (m_CurrentCullGroup == CULL_DEFAULT)
{
m->shadow.AddShadowReceiverBound(patch->GetWorldBounds());
m->silhouetteRenderer.AddOccluder(patch);
}
if (CULL_SHADOWS_CASCADE_0 <= m_CurrentCullGroup && m_CurrentCullGroup <= CULL_SHADOWS_CASCADE_3)
{
const int cascade = m_CurrentCullGroup - CULL_SHADOWS_CASCADE_0;
m->shadow.AddShadowCasterBound(cascade, patch->GetWorldBounds());
}
m->terrainRenderer.Submit(m_CurrentCullGroup, patch);
}
void CSceneRenderer::Submit(SOverlayLine* overlay)
{
// Overlays are only needed in the default cull group for now,
// so just ignore submissions to any other group
if (m_CurrentCullGroup == CULL_DEFAULT)
m->overlayRenderer.Submit(overlay);
}
void CSceneRenderer::Submit(SOverlayTexturedLine* overlay)
{
if (m_CurrentCullGroup == CULL_DEFAULT)
m->overlayRenderer.Submit(overlay);
}
void CSceneRenderer::Submit(SOverlaySprite* overlay)
{
if (m_CurrentCullGroup == CULL_DEFAULT)
m->overlayRenderer.Submit(overlay);
}
void CSceneRenderer::Submit(SOverlayQuad* overlay)
{
if (m_CurrentCullGroup == CULL_DEFAULT)
m->overlayRenderer.Submit(overlay);
}
void CSceneRenderer::Submit(SOverlaySphere* overlay)
{
if (m_CurrentCullGroup == CULL_DEFAULT)
m->overlayRenderer.Submit(overlay);
}
void CSceneRenderer::Submit(CModelDecal* decal)
{
// Decals can't cast shadows since they're flat on the terrain.
// They can receive shadows, but the terrain under them will have
// already been passed to AddShadowCasterBound, so don't bother
// doing it again here.
m->terrainRenderer.Submit(m_CurrentCullGroup, decal);
}
void CSceneRenderer::Submit(CParticleEmitter* emitter)
{
m->particleRenderer.Submit(m_CurrentCullGroup, emitter);
}
void CSceneRenderer::SubmitNonRecursive(CModel* model)
{
if (m_CurrentCullGroup == CULL_DEFAULT)
{
m->shadow.AddShadowReceiverBound(model->GetWorldBounds());
if (model->GetFlags() & MODELFLAG_SILHOUETTE_OCCLUDER)
m->silhouetteRenderer.AddOccluder(model);
if (model->GetFlags() & MODELFLAG_SILHOUETTE_DISPLAY)
m->silhouetteRenderer.AddCaster(model);
}
if (CULL_SHADOWS_CASCADE_0 <= m_CurrentCullGroup && m_CurrentCullGroup <= CULL_SHADOWS_CASCADE_3)
{
if (!(model->GetFlags() & MODELFLAG_CASTSHADOWS))
return;
const int cascade = m_CurrentCullGroup - CULL_SHADOWS_CASCADE_0;
m->shadow.AddShadowCasterBound(cascade, model->GetWorldBounds());
}
bool requiresSkinning = (model->GetModelDef()->GetNumBones() != 0);
if (model->GetMaterial().UsesAlphaBlending())
{
if (requiresSkinning)
m->Model.TranspSkinned->Submit(m_CurrentCullGroup, model);
else
m->Model.TranspUnskinned->Submit(m_CurrentCullGroup, model);
}
else
{
if (requiresSkinning)
m->Model.NormalSkinned->Submit(m_CurrentCullGroup, model);
else
m->Model.NormalUnskinned->Submit(m_CurrentCullGroup, model);
}
}
void CSceneRenderer::PrepareScene(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Scene& scene)
{
m_CurrentScene = &scene;
CFrustum frustum = m_CullCamera.GetFrustum();
m_CurrentCullGroup = CULL_DEFAULT;
scene.EnumerateObjects(frustum, this);
m->particleManager.RenderSubmit(*this, frustum);
if (g_RenderingOptions.GetSilhouettes())
{
m->silhouetteRenderer.ComputeSubmissions(m_ViewCamera);
m_CurrentCullGroup = CULL_DEFAULT;
m->silhouetteRenderer.RenderSubmitOverlays(*this);
m_CurrentCullGroup = CULL_SILHOUETTE_OCCLUDER;
m->silhouetteRenderer.RenderSubmitOccluders(*this);
m_CurrentCullGroup = CULL_SILHOUETTE_CASTER;
m->silhouetteRenderer.RenderSubmitCasters(*this);
}
if (g_RenderingOptions.GetShadows())
{
for (int cascade = 0; cascade < m->shadow.GetCascadeCount(); ++cascade)
{
m_CurrentCullGroup = CULL_SHADOWS_CASCADE_0 + cascade;
const CFrustum shadowFrustum = m->shadow.GetShadowCasterCullFrustum(cascade);
scene.EnumerateObjects(shadowFrustum, this);
}
}
if (m->waterManager.m_RenderWater)
{
m_WaterScissor = m->terrainRenderer.ScissorWater(CULL_DEFAULT, m_ViewCamera);
if (m_WaterScissor.GetVolume() > 0 && m->waterManager.WillRenderFancyWater())
{
if (g_RenderingOptions.GetWaterReflection())
{
m_CurrentCullGroup = CULL_REFLECTIONS;
CCamera reflectionCamera;
ComputeReflectionCamera(reflectionCamera, m_WaterScissor);
scene.EnumerateObjects(reflectionCamera.GetFrustum(), this);
}
if (g_RenderingOptions.GetWaterRefraction())
{
m_CurrentCullGroup = CULL_REFRACTIONS;
CCamera refractionCamera;
ComputeRefractionCamera(refractionCamera, m_WaterScissor);
scene.EnumerateObjects(refractionCamera.GetFrustum(), this);
}
// Render the waves to the Fancy effects texture
m->waterManager.RenderWaves(deviceCommandContext, frustum);
}
}
else
m_WaterScissor = CBoundingBoxAligned{};
m_CurrentCullGroup = -1;
PrepareSubmissions(deviceCommandContext, m_WaterScissor);
}
void CSceneRenderer::RenderScene(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
ENSURE(m_CurrentScene);
RenderSubmissions(deviceCommandContext, m_WaterScissor);
}
void CSceneRenderer::RenderSceneOverlays(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (g_RenderingOptions.GetSilhouettes())
{
RenderSilhouettes(deviceCommandContext, m->globalContext);
}
m->silhouetteRenderer.RenderDebugOverlays(deviceCommandContext);
// Render overlays that should appear on top of all other objects.
m->overlayRenderer.RenderForegroundOverlays(deviceCommandContext, m_ViewCamera);
m_CurrentScene = nullptr;
}
Scene& CSceneRenderer::GetScene()
{
ENSURE(m_CurrentScene);
return *m_CurrentScene;
}
void CSceneRenderer::MakeShadersDirty()
{
m->waterManager.m_NeedsReloading = true;
}
WaterManager& CSceneRenderer::GetWaterManager()
{
return m->waterManager;
}
SkyManager& CSceneRenderer::GetSkyManager()
{
return m->skyManager;
}
CParticleManager& CSceneRenderer::GetParticleManager()
{
return m->particleManager;
}
TerrainRenderer& CSceneRenderer::GetTerrainRenderer()
{
return m->terrainRenderer;
}
CMaterialManager& CSceneRenderer::GetMaterialManager()
{
return m->materialManager;
}
ShadowMap& CSceneRenderer::GetShadowMap()
{
return m->shadow;
}
void CSceneRenderer::ResetState()
{
// Clear all emitters, that were created in previous games
GetParticleManager().ClearUnattachedEmitters();
}