HD lights rendering in interiors

This commit is contained in:
dexy
2019-12-05 03:40:52 +11:00
Unverified
parent f333e64812
commit c6aa4c7baf
15 changed files with 412 additions and 87 deletions
+71 -1
View File
@@ -26,12 +26,19 @@ namespace CodeWalker.Rendering
public Quaternion Orientation;
public Vector3 Scale;
public uint TintPaletteIndex;
public bool CastShadow;
}
public struct RenderableGeometryInst
{
public RenderableGeometry Geom;
public RenderableInst Inst;
}
public struct RenderableLightInst
{
public RenderableLight Light;
public Vector3 EntityPosition;
public Quaternion EntityRotation;
}
public struct RenderableBoundCompositeInst
{
@@ -83,6 +90,10 @@ namespace CodeWalker.Rendering
public ClothInstance Cloth;
public RenderableLight[] Lights;
public override void Init(DrawableBase drawable)
{
Key = drawable;
@@ -146,6 +157,8 @@ namespace CodeWalker.Rendering
var fd = drawable as FragDrawable;
var dd = drawable as Drawable;
bool hasskeleton = false;
@@ -164,7 +177,6 @@ namespace CodeWalker.Rendering
modeltransforms = skeleton.Transformations;
//for fragments, get the default pose from the root fragment...
var fd = drawable as FragDrawable;
if (fd != null)
{
var frag = fd.OwnerFragment;
@@ -306,6 +318,23 @@ namespace CodeWalker.Rendering
var lights = dd?.LightAttributes?.data_items;
if ((lights == null) && (fd != null) && (fd?.OwnerFragment?.Drawable == fd))
{
lights = fd.OwnerFragment.LightAttributes?.data_items;
}
if (lights != null)
{
var rlights = new RenderableLight[lights.Length];
for (int i = 0; i < lights.Length; i++)
{
var rlight = new RenderableLight();
rlight.Owner = this;
rlight.Init(ref lights[i]);
rlights[i] = rlight;
}
Lights = rlights;
}
UpdateBoneTransforms();
@@ -1300,6 +1329,47 @@ namespace CodeWalker.Rendering
}
}
public class RenderableLight
{
public Renderable Owner;
public Vector3 Position;
public Vector3 Colour;
public Vector3 Direction;
public Vector3 TangentX;
public Vector3 TangentY;
public LightType Type;
public float Intensity;
public float Falloff;
public float FalloffExponent;
public float ConeInnerAngle;
public float ConeOuterAngle;
public Vector3 CapsuleExtent;
public Vector3 CullingPlaneNormal;
public float CullingPlaneOffset;
public uint TimeFlags;
public MetaHash TextureHash;
public void Init(ref LightAttributes_s l)
{
Position = l.Position;
Colour = new Vector3(l.ColorR, l.ColorG, l.ColorB) * ((l.Intensity * 5.0f) / 255.0f);
Direction = l.Direction;
TangentX = l.Tangent;
TangentY = Vector3.Cross(l.Direction, l.Tangent);
Type = l.Type;
Intensity = l.Intensity;
Falloff = l.Falloff;
FalloffExponent = l.FalloffExponent;
ConeInnerAngle = l.ConeInnerAngle;
ConeOuterAngle = l.ConeOuterAngle;
CapsuleExtent = l.Extent;
CullingPlaneNormal = l.CullingPlaneNormal;
CullingPlaneOffset = l.CullingPlaneOffset;
TimeFlags = l.TimeFlags;
TextureHash = l.ProjectedTextureHash;
}
}
public class RenderableInstanceBatch : RenderableCacheItem<YmapGrassInstanceBatch>
{
+24 -2
View File
@@ -102,7 +102,7 @@ namespace CodeWalker.Rendering
public bool renderchildents = false;//when rendering single ymap, render root only or not...
public bool renderentities = true;
public bool rendergrass = true;
public bool renderlights = false; //render individual drawable lights (TODO!)
public bool renderlights = true; //render individual drawable lights
public bool renderlodlights = true; //render LOD lights from ymaps
public bool renderdistlodlights = true; //render distant lod lights (coronas)
public bool rendercars = false;
@@ -1292,6 +1292,7 @@ namespace CodeWalker.Rendering
rinst.Orientation = Quaternion.Identity;
rinst.Scale = Vector3.One;
rinst.TintPaletteIndex = 0;
rinst.CastShadow = false;
rinst.Renderable = sdrnd;
shader.SetShader(context);
shader.SetInputLayout(context, VertexType.PTT);
@@ -1383,6 +1384,7 @@ namespace CodeWalker.Rendering
rinst.Orientation = Quaternion.Identity;
rinst.Scale = frag.Scale;// Vector3.One;
rinst.TintPaletteIndex = 0;
rinst.CastShadow = false;
rinst.Renderable = rnd;
shader.SetEntityVars(context, ref rinst);
@@ -2599,6 +2601,9 @@ namespace CodeWalker.Rendering
Vector3 bscen = (arche != null) ? arche.BSCenter : rndbl.Key.BoundingCenter;
float radius = (arche != null) ? arche.BSRadius : rndbl.Key.BoundingSphereRadius;
float distance = 0;// (camrel + bscen).Length();
bool interiorent = false;
bool castshadow = true;
if (entity != null)
{
position = entity.Position;
@@ -2610,6 +2615,8 @@ namespace CodeWalker.Rendering
bscen = entity.BSCenter;
camrel += position;
distance = entity.Distance;
castshadow = (entity.MloParent == null);//don't cast sun/moon shadows if this is an interior entity - optimisation!
interiorent = (entity.MloParent != null);
}
else
{
@@ -2663,8 +2670,22 @@ namespace CodeWalker.Rendering
RenderSkeleton(rndbl, entity);
}
if (renderlights && shaders.deferred && (rndbl.Lights != null) && interiorent)//only interior ents making lights! todo: fix LOD lights
{
var linst = new RenderableLightInst();
for (int i = 0; i < rndbl.Lights.Length; i++)
{
linst.EntityPosition = position;
linst.EntityRotation = orientation;
linst.Light = rndbl.Lights[i];
shaders.Enqueue(ref linst);
}
}
bool retval = true;// false;
if (rndbl.IsLoaded && (rndbl.AllTexturesLoaded || !waitforchildrentoload))
if ((rndbl.AllTexturesLoaded || !waitforchildrentoload))
{
RenderableGeometryInst rginst = new RenderableGeometryInst();
rginst.Inst.Renderable = rndbl;
@@ -2678,6 +2699,7 @@ namespace CodeWalker.Rendering
rginst.Inst.BSCenter = bscen;
rginst.Inst.Radius = radius;
rginst.Inst.Distance = distance;
rginst.Inst.CastShadow = castshadow;
RenderableModel[] models = isselected ? rndbl.AllModels : rndbl.HDModels;
+20 -3
View File
@@ -71,6 +71,7 @@ namespace CodeWalker.Rendering
public List<ShaderRenderBucket> RenderBuckets = new List<ShaderRenderBucket>();
public List<RenderableBoundGeometryInst> RenderBoundGeoms = new List<RenderableBoundGeometryInst>();
public List<RenderableInstanceBatchInst> RenderInstBatches = new List<RenderableInstanceBatchInst>();
public List<RenderableLightInst> RenderLights = new List<RenderableLightInst>();
public List<RenderableLODLights> RenderLODLights = new List<RenderableLODLights>();
public List<RenderableDistantLODLights> RenderDistLODLights = new List<RenderableDistantLODLights>();
public List<RenderablePathBatch> RenderPathBatches = new List<RenderablePathBatch>();
@@ -326,6 +327,7 @@ namespace CodeWalker.Rendering
RenderBoundGeoms.Clear();
RenderInstBatches.Clear();
RenderLights.Clear();
RenderLODLights.Clear();
RenderDistLODLights.Clear();
RenderPathBatches.Clear();
@@ -583,6 +585,14 @@ namespace CodeWalker.Rendering
context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
DefScene.RenderLights(context, camera, RenderLODLights);
}
if (RenderLights.Count > 0)
{
context.Rasterizer.State = rsSolid;
context.OutputMerger.BlendState = bsAdd; //additive blend for lights...
context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
DefScene.RenderLights(context, camera, RenderLights);
}
}
Basic.Deferred = false;
@@ -682,10 +692,13 @@ namespace CodeWalker.Rendering
for (int g = 0; g < sbgeoms.Count; g++)
{
var sbgeom = sbgeoms[g];
float idist = sbgeom.Inst.Distance - sbgeom.Inst.Radius;
if (idist <= maxdist)
if (sbgeom.Inst.CastShadow)
{
shadowcasters.Add(sbgeom);
float idist = sbgeom.Inst.Distance - sbgeom.Inst.Radius;
if (idist <= maxdist)
{
shadowcasters.Add(sbgeom);
}
}
}
}
@@ -853,6 +866,10 @@ namespace CodeWalker.Rendering
batch.Geometries.Add(geom);
}
public void Enqueue(ref RenderableLightInst light)
{
RenderLights.Add(light);
}
public void Enqueue(ref RenderableBoundGeometryInst geom)
{
RenderBoundGeoms.Add(geom);
+130 -1
View File
@@ -40,6 +40,23 @@ namespace CodeWalker.Rendering
public uint SampleCount;//for MSAA
public float SampleMult;//for MSAA
}
public struct DeferredLightInstVars
{
public Vector3 InstPosition;
public float InstIntensity;
public Vector3 InstColour;
public float InstFalloff;
public Vector3 InstDirection;
public float InstFalloffExponent;
public Vector3 InstTangentX;
public float InstConeInnerAngle;
public Vector3 InstTangentY;
public float InstConeOuterAngle;
public Vector3 InstCapsuleExtent;
public uint InstType;
public Vector3 InstCullingPlaneNormal;
public float InstCullingPlaneOffset;
}
public struct DeferredSSAAPSVars
{
@@ -70,6 +87,9 @@ namespace CodeWalker.Rendering
VertexShader LodLightVS;
PixelShader LodLightPS;
PixelShader LodLightMSPS;
VertexShader LightVS;
PixelShader LightPS;
PixelShader LightMSPS;
UnitCone LightCone;
UnitSphere LightSphere;
UnitCapsule LightCapsule;
@@ -79,6 +99,7 @@ namespace CodeWalker.Rendering
GpuVarsBuffer<DeferredLightVSVars> LightVSVars;
GpuVarsBuffer<DeferredLightPSVars> LightPSVars;
GpuVarsBuffer<DeferredLightInstVars> LightInstVars;
@@ -113,6 +134,9 @@ namespace CodeWalker.Rendering
byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
byte[] bLodLightMSPS = File.ReadAllBytes("Shaders\\LodLightsPS_MS.cso");
byte[] bLightVS = File.ReadAllBytes("Shaders\\LightVS.cso");
byte[] bLightPS = File.ReadAllBytes("Shaders\\LightPS.cso");
byte[] bLightMSPS = File.ReadAllBytes("Shaders\\LightPS_MS.cso");
byte[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
@@ -120,12 +144,15 @@ namespace CodeWalker.Rendering
DirLightPS = new PixelShader(device, bDirLightPS);
LodLightVS = new VertexShader(device, bLodLightVS);
LodLightPS = new PixelShader(device, bLodLightPS);
LightVS = new VertexShader(device, bLightVS);
LightPS = new PixelShader(device, bLightPS);
try
{
//error could happen here if the device isn't supporting feature level 10.1
DirLightMSPS = new PixelShader(device, bDirLightMSPS);
LodLightMSPS = new PixelShader(device, bLodLightMSPS);
LightMSPS = new PixelShader(device, bLightMSPS);
}
catch
{
@@ -145,6 +172,7 @@ namespace CodeWalker.Rendering
LightVSVars = new GpuVarsBuffer<DeferredLightVSVars>(device);
LightPSVars = new GpuVarsBuffer<DeferredLightPSVars>(device);
LightInstVars = new GpuVarsBuffer<DeferredLightInstVars>(device);
FinalVS = new VertexShader(device, bFinalVS);
@@ -190,6 +218,11 @@ namespace CodeWalker.Rendering
LightPSVars.Dispose();
LightPSVars = null;
}
if (LightInstVars != null)
{
LightInstVars.Dispose();
LightInstVars = null;
}
if (LightQuadLayout != null)
{
LightQuadLayout.Dispose();
@@ -245,6 +278,21 @@ namespace CodeWalker.Rendering
LodLightVS.Dispose();
LodLightVS = null;
}
if (LightPS != null)
{
LightPS.Dispose();
LightPS = null;
}
if (LightMSPS != null)
{
LightMSPS.Dispose();
LightMSPS = null;
}
if (LightVS != null)
{
LightVS.Dispose();
LightVS = null;
}
if (SSAAPSVars != null)
{
SSAAPSVars.Dispose();
@@ -376,7 +424,6 @@ namespace CodeWalker.Rendering
context.PixelShader.SetSamplers(0, null, null);
}
public void RenderLights(DeviceContext context, Camera camera, List<RenderableLODLights> lodlights)
{
//instanced rendering of all other lights, using appropriate shapes
@@ -456,8 +503,90 @@ namespace CodeWalker.Rendering
context.PixelShader.SetSamplers(0, null, null);
}
public void RenderLights(DeviceContext context, Camera camera, List<RenderableLightInst> lights)
{
//instanced rendering of all other lights, using appropriate shapes
//blend mode: additive
var ps = (MSAASampleCount > 1) ? LightMSPS : LightPS;
context.VertexShader.Set(LightVS);
context.PixelShader.Set(ps);
LightVSVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
LightVSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
LightVSVars.Vars.LightType = 0;
LightVSVars.Vars.IsLOD = 0;
LightVSVars.Vars.Pad0 = 0;
LightVSVars.Vars.Pad1 = 0;
LightVSVars.Update(context);
LightVSVars.SetVSCBuffer(context, 0);
LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
LightPSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
LightPSVars.Vars.EnableShadows = 0;
LightPSVars.Vars.RenderMode = 0;
LightPSVars.Vars.RenderModeIndex = 1;
LightPSVars.Vars.RenderSamplerCoord = 0;
LightPSVars.Vars.LightType = 0;
LightPSVars.Vars.IsLOD = 0;
LightPSVars.Vars.SampleCount = (uint)MSAASampleCount;
LightPSVars.Vars.SampleMult = 1.0f / MSAASampleCount;
LightPSVars.Update(context);
LightPSVars.SetPSCBuffer(context, 0);
context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
for (int i = 0; i < lights.Count; i++)
{
var li = lights[i];
var rl = li.Light;
LightInstVars.Vars.InstPosition = li.EntityPosition + li.EntityRotation.Multiply(rl.Position) - camera.Position;
LightInstVars.Vars.InstDirection = li.EntityRotation.Multiply(rl.Direction);
LightInstVars.Vars.InstTangentX = li.EntityRotation.Multiply(rl.TangentX);
LightInstVars.Vars.InstTangentY = li.EntityRotation.Multiply(rl.TangentY);
LightInstVars.Vars.InstCapsuleExtent = li.EntityRotation.Multiply(rl.CapsuleExtent);
LightInstVars.Vars.InstCullingPlaneNormal = li.EntityRotation.Multiply(rl.CullingPlaneNormal);
LightInstVars.Vars.InstColour = rl.Colour;
LightInstVars.Vars.InstIntensity = rl.Intensity;
LightInstVars.Vars.InstFalloff = rl.Falloff;
LightInstVars.Vars.InstFalloffExponent = rl.FalloffExponent;
LightInstVars.Vars.InstConeInnerAngle = rl.ConeInnerAngle;
LightInstVars.Vars.InstConeOuterAngle = rl.ConeOuterAngle;
LightInstVars.Vars.InstType = (uint)rl.Type;
LightInstVars.Vars.InstCullingPlaneOffset = rl.CullingPlaneOffset;
LightInstVars.Update(context);
LightInstVars.SetVSCBuffer(context, 1);
LightInstVars.SetPSCBuffer(context, 2);
switch (rl.Type)
{
case LightType.Point:
LightSphere.Draw(context);
break;
case LightType.Spot:
LightCone.Draw(context);
break;
case LightType.Capsule:
LightCapsule.Draw(context);
break;
default:
break;
}
}
context.VertexShader.Set(null);
context.PixelShader.Set(null);
context.PixelShader.SetShaderResources(0, null, null, null);
context.PixelShader.SetSamplers(0, null, null);
}
public void SSAAPass(DeviceContext context)
{