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forked from 0ad/0ad
0ad/source/renderer/ParticleRenderer.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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1.7 KiB
C++

/* Copyright (C) 2013 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_PARTICLERENDERER
#define INCLUDED_PARTICLERENDERER
class CParticleEmitter;
struct ParticleRendererInternals;
#include "graphics/ShaderProgram.h"
/**
* Render particles.
*/
class ParticleRenderer
{
NONCOPYABLE(ParticleRenderer);
public:
ParticleRenderer();
~ParticleRenderer();
/**
* Add an emitter for rendering in this frame.
*/
void Submit(int cullGroup, CParticleEmitter* emitter);
/**
* Prepare internal data structures for rendering.
* Must be called after all Submit calls for a frame, and before
* any rendering calls.
*/
void PrepareForRendering(const CShaderDefines& context);
/**
* Reset the list of submitted overlays.
*/
void EndFrame();
/**
* Render all the submitted particles.
*/
void RenderParticles(int cullGroup, bool solidColor = false);
/**
* Render bounding boxes for all the submitted emitters.
*/
void RenderBounds(int cullGroup, CShaderProgramPtr& shader);
private:
ParticleRendererInternals* m;
};
#endif // INCLUDED_PARTICLERENDERER