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
+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;