Ykkrosh
b1b96a89d6
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.
175 lines
5.1 KiB
C++
175 lines
5.1 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_PATCHRDATA
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#define INCLUDED_PATCHRDATA
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#include <vector>
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#include "graphics/SColor.h"
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#include "maths/Vector3D.h"
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#include "graphics/RenderableObject.h"
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#include "graphics/ShaderProgram.h"
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#include "VertexBufferManager.h"
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class CPatch;
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class CSimulation2;
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class CTerrainTextureEntry;
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class CTextRenderer;
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class ShadowMap;
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// CPatchRData: class encapsulating logic for rendering terrain patches; holds per
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// patch data, plus some supporting static functions for batching, etc
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class CPatchRData : public CRenderData
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{
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public:
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CPatchRData(CPatch* patch, CSimulation2* simulation);
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~CPatchRData();
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void Update(CSimulation2* simulation);
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void RenderOutline();
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void RenderSides(CShaderProgramPtr& shader);
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void RenderPriorities(CTextRenderer& textRenderer);
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void RenderWater(CShaderProgramPtr& shader);
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static void RenderBases(const std::vector<CPatchRData*>& patches, const CShaderDefines& context,
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ShadowMap* shadow, bool isDummyShader=false, const CShaderProgramPtr& dummy=CShaderProgramPtr());
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static void RenderBlends(const std::vector<CPatchRData*>& patches, const CShaderDefines& context,
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ShadowMap* shadow, bool isDummyShader=false, const CShaderProgramPtr& dummy=CShaderProgramPtr());
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static void RenderStreams(const std::vector<CPatchRData*>& patches, const CShaderProgramPtr& shader, int streamflags);
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CPatch* GetPatch() { return m_Patch; }
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static void PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow);
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const CBoundingBoxAligned& GetWaterBounds() const { return m_WaterBounds; }
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private:
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friend struct SBlendStackItem;
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struct SSplat {
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SSplat() : m_Texture(0), m_IndexCount(0) {}
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// texture to apply during splat
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CTerrainTextureEntry* m_Texture;
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// offset into the index array for this patch where splat starts
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size_t m_IndexStart;
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// number of indices used by splat
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size_t m_IndexCount;
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};
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struct SBaseVertex {
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// vertex position
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CVector3D m_Position;
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// diffuse color from sunlight
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SColor4ub m_DiffuseColor;
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CVector3D m_Normal;
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};
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cassert(sizeof(SBaseVertex) == 28);
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struct SSideVertex {
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// vertex position
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CVector3D m_Position;
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// add some padding
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u32 m_Padding[1];
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};
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cassert(sizeof(SSideVertex) == 16);
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struct SBlendVertex {
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// vertex position
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CVector3D m_Position;
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// diffuse color from sunlight
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SColor4ub m_DiffuseColor;
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// vertex uvs for alpha texture
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float m_AlphaUVs[2];
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CVector3D m_Normal;
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};
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cassert(sizeof(SBlendVertex) == 36);
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// Mixed Fancy/Simple water vertex description data structure
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struct SWaterVertex {
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// vertex position
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CVector3D m_Position;
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// (p,q,r, a) where
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// p*255 + q*-255 + r = depth of water
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// a = depth-dependent alpha
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SColor4ub m_DepthData;
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CVector4D m_WaterData;
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};
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cassert(sizeof(SWaterVertex) == 32);
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// build this renderdata object
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void Build();
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void AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices,
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u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture);
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void BuildBlends();
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void BuildIndices();
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void BuildVertices();
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void BuildSides();
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void BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side);
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// owner patch
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CPatch* m_Patch;
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// vertex buffer handle for side vertices
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CVertexBuffer::VBChunk* m_VBSides;
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// vertex buffer handle for base vertices
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CVertexBuffer::VBChunk* m_VBBase;
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// vertex buffer handle for base vertex indices
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CVertexBuffer::VBChunk* m_VBBaseIndices;
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// vertex buffer handle for blend vertices
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CVertexBuffer::VBChunk* m_VBBlends;
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// vertex buffer handle for blend vertex indices
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CVertexBuffer::VBChunk* m_VBBlendIndices;
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// list of base splats to apply to this patch
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std::vector<SSplat> m_Splats;
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// splats used in blend pass
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std::vector<SSplat> m_BlendSplats;
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// boundary of water in this patch
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CBoundingBoxAligned m_WaterBounds;
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// Water vertex buffer
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CVertexBuffer::VBChunk* m_VBWater;
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// Water indices buffer
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CVertexBuffer::VBChunk* m_VBWaterIndices;
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CSimulation2* m_Simulation;
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// Build water vertices and indices (vertex buffer and data vector)
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void BuildWater();
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// parameter allowing a varying number of triangles per patch for LOD
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// MUST be an exact divisor of PATCH_SIZE
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// compiled const for the moment until/if dynamic water LOD is offered
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// savings would be mostly beneficial for GPU or simple water
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static const ssize_t water_cell_size = 1;
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};
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#endif
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