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forked from 0ad/0ad
0ad/source/renderer/ParticleRenderer.cpp
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

166 lines
4.7 KiB
C++

/* Copyright (C) 2011 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 "ParticleRenderer.h"
#include "graphics/ParticleEmitter.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextureManager.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
struct ParticleRendererInternals
{
int frameNumber;
CShaderTechniquePtr shader;
CShaderTechniquePtr shaderSolid;
std::vector<CParticleEmitter*> emitters[CRenderer::CULL_MAX];
};
ParticleRenderer::ParticleRenderer()
{
m = new ParticleRendererInternals();
m->frameNumber = 0;
}
ParticleRenderer::~ParticleRenderer()
{
delete m;
}
void ParticleRenderer::Submit(int cullGroup, CParticleEmitter* emitter)
{
m->emitters[cullGroup].push_back(emitter);
}
void ParticleRenderer::EndFrame()
{
for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
m->emitters[cullGroup].clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
}
struct SortEmitterDistance
{
SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
// TODO: if this is slow, we should pre-compute the distance for each emitter
bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
{
CVector3D posa = a->GetPosition();
CVector3D posb = b->GetPosition();
if (posa == posb)
return false;
float dista = worldToCam.Transform(posa).LengthSquared();
float distb = worldToCam.Transform(posb).LengthSquared();
return distb < dista;
}
CMatrix3D worldToCam;
};
void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
{
PROFILE3("prepare particles");
// Can't load the shader in the constructor because it's called before the
// renderer initialisation is complete, so load it the first time through here
if (!m->shader)
{
// Only construct the shaders when shaders are supported and enabled; otherwise
// RenderParticles will never be called so it's safe to leave the shaders as null
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
m->shader = g_Renderer.GetShaderManager().LoadEffect(str_particle, context, CShaderDefines());
m->shaderSolid = g_Renderer.GetShaderManager().LoadEffect(str_particle_solid, context, CShaderDefines());
}
}
++m->frameNumber;
for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
{
PROFILE("update emitters");
for (size_t i = 0; i < m->emitters[cullGroup].size(); ++i)
{
CParticleEmitter* emitter = m->emitters[cullGroup][i];
emitter->UpdateArrayData(m->frameNumber);
}
}
for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
{
// Sort back-to-front by distance from camera
PROFILE("sort emitters");
CMatrix3D worldToCam;
g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
std::stable_sort(m->emitters[cullGroup].begin(), m->emitters[cullGroup].end(), SortEmitterDistance(worldToCam));
}
// TODO: should batch by texture here when possible, maybe
}
void ParticleRenderer::RenderParticles(int cullGroup, bool solidColor)
{
CShaderTechniquePtr shader = solidColor ? m->shaderSolid : m->shader;
std::vector<CParticleEmitter*>& emitters = m->emitters[cullGroup];
shader->BeginPass();
shader->GetShader()->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
if (!solidColor)
glEnable(GL_BLEND);
glDepthMask(0);
for (size_t i = 0; i < emitters.size(); ++i)
{
CParticleEmitter* emitter = emitters[i];
emitter->Bind(shader->GetShader());
emitter->RenderArray(shader->GetShader());
}
CVertexBuffer::Unbind();
pglBlendEquationEXT(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDepthMask(1);
shader->EndPass();
}
void ParticleRenderer::RenderBounds(int cullGroup, CShaderProgramPtr& shader)
{
std::vector<CParticleEmitter*>& emitters = m->emitters[cullGroup];
for (size_t i = 0; i < emitters.size(); ++i)
{
CParticleEmitter* emitter = emitters[i];
CBoundingBoxAligned bounds = emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
bounds.Render(shader);
}
}