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RenderWorld cleanup, Shadowmap cleanup + improvements
This commit is contained in:
parent
56f9378506
commit
de582fee02
@ -1120,20 +1120,12 @@ namespace CodeWalker.GameFiles
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public Quaternion MloRefOrientation { get; set; }
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public MetaWrapper[] Extensions { get; set; }
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public bool ChildrenRendered; //used when rendering ymap mode to reduce LOD flashing...
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public int Index { get; set; }
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public Vector3 CamRel; //used for rendering...
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public float Distance; //used for rendering
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public bool IsVisible; //used for rendering
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public bool Rendered; //used for rendering
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public bool ChildRendered; //used for rendering
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public bool ChildrenVisible; //used for rendering
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public bool ChildrenLoading; //used for rendering
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public float LargestChildLodDist; //used for rendering
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public YmapEntityDef Parent { get; set; } //used for rendering
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public uint ParentGuid { get; set; } //used for rendering
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public MetaHash ParentName { get; set; } //used for rendering
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public bool ChildrenRendered; //used when rendering ymap mode to reduce LOD flashing...
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public YmapEntityDef Parent { get; set; } //for browsing convenience, also used/updated for rendering
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public MetaHash ParentName { get; set; } //just for browsing convenience
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public YmapFile Ymap { get; set; }
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@ -1398,7 +1390,6 @@ namespace CodeWalker.GameFiles
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ChildList = new List<YmapEntityDef>();
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}
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c.Parent = this;
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c.ParentGuid = CEntityDef.guid;
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c.ParentName = CEntityDef.archetypeName;
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ChildList.Add(c);
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@ -1376,34 +1376,31 @@ namespace CodeWalker.Rendering
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foreach (var ae in spaceEnts) //used by active space entities (eg "bullets")
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{
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if (ae.EntityDef == null) continue; //nothing to render...
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RenderWorldCalcEntityVisibility(camera, ae.EntityDef);
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RenderWorldCalcEntityVisibility(ae.EntityDef);
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renderworldentities.Add(ae.EntityDef);
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}
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}
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//float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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float cvwidth = camera.OrthographicSize * camera.AspectRatio * 0.5f;
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float cvheight = camera.OrthographicSize * 0.5f;
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float cvwmin = camera.Position.X - cvwidth;
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float cvwmax = camera.Position.X + cvwidth;
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float cvhmin = camera.Position.Y - cvheight;
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float cvhmax = camera.Position.Y + cvheight;
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foreach (var ymap in VisibleYmaps)
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if (MapViewEnabled)
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{
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if (ymap.AllEntities != null)
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//find the max Z value for positioning camera in map view, to help shadows
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//float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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float cvwidth = camera.OrthographicSize * camera.AspectRatio * 0.5f;
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float cvheight = camera.OrthographicSize * 0.5f;
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float cvwmin = camera.Position.X - cvwidth; //TODO:make all these vars global...
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float cvwmax = camera.Position.X + cvwidth;
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float cvhmin = camera.Position.Y - cvheight;
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float cvhmax = camera.Position.Y + cvheight;
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for (int y = 0; y < VisibleYmaps.Count; y++)
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{
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for (int i = 0; i < ymap.AllEntities.Length; i++)
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var ymap = VisibleYmaps[y];
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if (ymap.AllEntities != null)
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{
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var ent = ymap.AllEntities[i];
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ent.LargestChildLodDist = 0;
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ent.ChildrenLoading = false;
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ent.Rendered = false;
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ent.ChildRendered = false;
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if (MapViewEnabled)
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for (int i = 0; i < ymap.AllEntities.Length; i++)
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{
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//find the max Z value for positioning camera in map view, to help shadows
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var ent = ymap.AllEntities[i];
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if ((ent.Position.Z < 1000.0f) && (ent.BSRadius < 500.0f))
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{
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float r = ent.BSRadius;
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@ -1416,18 +1413,16 @@ namespace CodeWalker.Rendering
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}
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}
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}
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}
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if (MapViewEnabled)
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{
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//move the camera closer to the geometry, to help shadows in map view.
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if (maxZ == float.MinValue) maxZ = 1000.0f;
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camera.Position.Z = Math.Min(maxZ, 1000.0f);
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}
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foreach (var ymap in VisibleYmaps)
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for (int y = 0; y < VisibleYmaps.Count; y++)
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{
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var ymap = VisibleYmaps[y];
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if (ymap.RootEntities != null)
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{
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YmapFile pymap;
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@ -1445,26 +1440,26 @@ namespace CodeWalker.Rendering
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{
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p = pymap.AllEntities[pind];
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ent.Parent = p;
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ent.ParentGuid = p.CEntityDef.guid;
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ent.ParentName = p.CEntityDef.archetypeName;
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}
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}
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else
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{ }//should only happen if parent ymap not loaded yet...
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}
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RenderWorldRecurseCalcEntityVisibility(camera, ent);
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RenderWorldRecurseCalcEntityVisibility(ent);
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}
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}
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}
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foreach (var ymap in VisibleYmaps)
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for (int y = 0; y < VisibleYmaps.Count; y++)
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{
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var ymap = VisibleYmaps[y];
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if (ymap.RootEntities != null)
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{
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for (int i = 0; i < ymap.RootEntities.Length; i++)
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{
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var ent = ymap.RootEntities[i];
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RenderWorldRecurseAddEntities(ent, renderworldentities);
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RenderWorldRecurseAddEntities(ent);
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}
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}
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}
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@ -1480,47 +1475,6 @@ namespace CodeWalker.Rendering
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var ent = renderworldentities[i];
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var arch = ent.Archetype;
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var pent = ent.Parent;
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if (renderinteriors && ent.IsMlo) //render Mlo child entities...
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{
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if ((ent.MloInstance != null) && (ent.MloInstance.Entities != null))
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{
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for (int j = 0; j < ent.MloInstance.Entities.Length; j++)
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{
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var intent = ent.MloInstance.Entities[j];
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var intarch = intent.Archetype;
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if (intarch == null) continue; //missing archetype...
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if (!RenderIsEntityFinalRender(intent)) continue; //proxy or something..
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intent.CamRel = intent.Position - camera.Position;
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intent.Distance = intent.CamRel.Length();
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intent.IsVisible = true;
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var bscent = intent.CamRel + intent.BSCenter;
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float bsrad = intent.BSRadius;
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if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref bscent, bsrad))
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{
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continue; //frustum cull interior ents
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}
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var intdrbl = gameFileCache.TryGetDrawable(intarch);
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var intrndbl = TryGetRenderable(intarch, intdrbl);
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if (intrndbl == null) continue; //no renderable
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if (!(intrndbl.IsLoaded && (intrndbl.AllTexturesLoaded || !waitforchildrentoload))) continue; //not loaded yet
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RenderableEntity intrent = new RenderableEntity();
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intrent.Entity = intent;
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intrent.Renderable = intrndbl;
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renderworldrenderables.Add(intrent);
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}
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}
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if (rendercollisionmeshes)
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{
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RenderInteriorCollisionMesh(ent);
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}
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}
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ent.Rendered = true;
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var drawable = gameFileCache.TryGetDrawable(arch);
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Renderable rndbl = TryGetRenderable(arch, drawable);
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if ((rndbl != null) && rndbl.IsLoaded && (rndbl.AllTexturesLoaded || !waitforchildrentoload))
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@ -1529,24 +1483,15 @@ namespace CodeWalker.Rendering
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rent.Entity = ent;
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rent.Renderable = rndbl;
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renderworldrenderables.Add(rent);
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if (pent != null)
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{
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pent.ChildRendered = true;
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}
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}
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else if (waitforchildrentoload)
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{
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//todo: render parent if children loading.......
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}
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}
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for (int i = 0; i < renderworldrenderables.Count; i++)
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{
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var ent = renderworldrenderables[i].Entity;
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if (ent.ChildRendered && !ent.ChildrenLoading)
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if (ent.IsMlo && rendercollisionmeshes && renderinteriors)
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{
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ent.ChildrenRendered = true;
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RenderInteriorCollisionMesh(ent);
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}
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}
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@ -1563,8 +1508,9 @@ namespace CodeWalker.Rendering
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if (rendergrass)
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{
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foreach (var ymap in renderworldVisibleYmapDict.Values)
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for (int y = 0; y < VisibleYmaps.Count; y++)
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{
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var ymap = VisibleYmaps[y];
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if (ymap.GrassInstanceBatches != null)
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{
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RenderYmapGrass(ymap);
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@ -1573,8 +1519,9 @@ namespace CodeWalker.Rendering
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}
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if (renderdistlodlights && timecycle.IsNightTime)
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{
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foreach (var ymap in renderworldVisibleYmapDict.Values)
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for (int y = 0; y < VisibleYmaps.Count; y++)
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{
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var ymap = VisibleYmaps[y];
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if (ymap.DistantLODLights != null)
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{
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RenderYmapDistantLODLights(ymap);
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@ -1592,39 +1539,33 @@ namespace CodeWalker.Rendering
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return true;
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}
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private void RenderWorldCalcEntityVisibility(Camera cam, YmapEntityDef ent)
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private void RenderWorldCalcEntityVisibility(YmapEntityDef ent)
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{
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ent.CamRel = ent.Position - cam.Position;
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ent.Distance = ent.CamRel.Length();
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float distval = ent.Distance;
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float dist = (ent.Position - camera.Position).Length();
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if (MapViewEnabled)
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{
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distval = cam.OrthographicSize / MapViewDetail;
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dist = camera.OrthographicSize / MapViewDetail;
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}
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var loddist = ent.CEntityDef.lodDist;
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var cloddist = ent.CEntityDef.childLodDist;
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var loddistmultdef = renderworldLodDistMult * 1.0f;
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var loddistmultorph = renderworldDetailDistMult * 1.5f;
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var loddistmultarch = renderworldLodDistMult * 1.0f;
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if (loddist <= 0.0f)//usually -1 or -2
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{
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if (ent.Archetype != null)
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{
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loddist = ent.Archetype.LodDist * loddistmultarch;
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loddist = ent.Archetype.LodDist * renderworldLodDistMult;
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}
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}
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else if (ent.CEntityDef.lodLevel == Unk_1264241711.LODTYPES_DEPTH_ORPHANHD)
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{
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loddist *= loddistmultorph; //orphan view dist adjustment...
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loddist *= renderworldDetailDistMult * 1.5f; //orphan view dist adjustment...
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}
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else
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{
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loddist *= loddistmultdef;
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loddist *= renderworldLodDistMult;
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}
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@ -1632,31 +1573,19 @@ namespace CodeWalker.Rendering
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{
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if (ent.Archetype != null)
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{
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cloddist = ent.Archetype.LodDist * loddistmultarch;
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//cloddist = ent.Archetype.BSRadius * 50.0f;
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cloddist = ent.Archetype.LodDist * renderworldLodDistMult;
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}
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}
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else
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{
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cloddist *= loddistmultdef;
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}
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if (cloddist == 0)
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{
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//cloddist = loddist;//always try to show children, based on their loddist
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cloddist *= renderworldLodDistMult;
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}
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ent.IsVisible = (distval <= loddist);
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ent.ChildrenVisible = (distval <= cloddist) && (ent.CEntityDef.numChildren > 0);
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ent.ChildrenLoading = false;
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ent.IsVisible = (dist <= loddist);
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ent.ChildrenVisible = (dist <= cloddist) && (ent.CEntityDef.numChildren > 0);
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if ((ent.Parent != null) && (ent.CEntityDef.lodLevel != Unk_1264241711.LODTYPES_DEPTH_ORPHANHD))
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{
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if (ent.Parent.CEntityDef.childLodDist == 0.0f)
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{
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ent.Parent.LargestChildLodDist = Math.Max(ent.Parent.LargestChildLodDist, loddist);
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}
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}
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if (renderworldMaxLOD != Unk_1264241711.LODTYPES_DEPTH_ORPHANHD)
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{
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@ -1671,15 +1600,10 @@ namespace CodeWalker.Rendering
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ent.ChildrenVisible = false;
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}
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}
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if (!ent.IsVisible)
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{
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ent.ChildrenRendered = false;
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}
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}
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private void RenderWorldRecurseCalcEntityVisibility(Camera cam, YmapEntityDef ent)
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private void RenderWorldRecurseCalcEntityVisibility(YmapEntityDef ent)
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{
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RenderWorldCalcEntityVisibility(cam, ent);
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RenderWorldCalcEntityVisibility(ent);
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if (ent.ChildrenVisible)
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{
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if (ent.Children != null)
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@ -1689,17 +1613,14 @@ namespace CodeWalker.Rendering
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var child = ent.Children[i];
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if (child.Ymap == ent.Ymap)
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{
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RenderWorldRecurseCalcEntityVisibility(cam, child);
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RenderWorldRecurseCalcEntityVisibility(child);
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}
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}
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}
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}
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}
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private void RenderWorldRecurseAddEntities(YmapEntityDef ent, List<YmapEntityDef> res)
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private void RenderWorldRecurseAddEntities(YmapEntityDef ent)
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{
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//bool useclod = false; //(ent.CEntityDef.childLodDist == 0.0f);
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//bool hide = useclod ? (ent.AnyChildVisible /*&& !ent.AnyChildInvisible*/) : ent.ChildrenVisible;
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//bool force = !useclod && (ent.Parent != null) && ent.Parent.ChildrenVisible && !hide;
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bool hide = ent.ChildrenVisible;
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bool force = (ent.Parent != null) && ent.Parent.ChildrenVisible && !hide;
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if (force || (ent.IsVisible && !hide))
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@ -1708,7 +1629,7 @@ namespace CodeWalker.Rendering
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{
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if (!RenderIsEntityFinalRender(ent)) return;
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var bscent = ent.CamRel + ent.BSCenter;
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var bscent = ent.Position + ent.BSCenter - camera.Position;
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float bsrad = ent.BSRadius;
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if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref bscent, bsrad))
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{
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@ -1716,10 +1637,34 @@ namespace CodeWalker.Rendering
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}
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res.Add(ent);
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renderworldentities.Add(ent);
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if (renderinteriors && ent.IsMlo) //render Mlo child entities...
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{
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if ((ent.MloInstance != null) && (ent.MloInstance.Entities != null))
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{
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for (int j = 0; j < ent.MloInstance.Entities.Length; j++)
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{
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var intent = ent.MloInstance.Entities[j];
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if (intent.Archetype == null) continue; //missing archetype...
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if (!RenderIsEntityFinalRender(intent)) continue; //proxy or something..
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intent.IsVisible = true;
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var iebscent = intent.Position + intent.BSCenter - camera.Position;
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float iebsrad = intent.BSRadius;
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if (!camera.ViewFrustum.ContainsSphereNoClipNoOpt(ref iebscent, iebsrad))
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{
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continue; //frustum cull interior ents
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}
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renderworldentities.Add(intent);
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}
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}
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}
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}
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else
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{ }
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}
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if (ent.IsVisible && ent.ChildrenVisible && (ent.Children != null))
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{
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@ -1728,13 +1673,17 @@ namespace CodeWalker.Rendering
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var child = ent.Children[i];
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if (child.Ymap == ent.Ymap)
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{
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RenderWorldRecurseAddEntities(ent.Children[i], res);
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RenderWorldRecurseAddEntities(ent.Children[i]);
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}
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}
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}
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}
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private bool RenderIsEntityFinalRender(YmapEntityDef ent)
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{
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var arch = ent.Archetype;
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@ -1850,7 +1799,6 @@ namespace CodeWalker.Rendering
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bool timed = (arch.Type == MetaName.CTimeArchetypeDef);
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if (!timed || (rendertimedents && (rendertimedentsalways || arch.IsActive(timeofday))))
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{
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ent.CamRel = ent.Position - camera.Position;
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RenderArchetype(arch, ent);
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}
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}
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@ -1885,8 +1833,8 @@ namespace CodeWalker.Rendering
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if (!timed || (rendertimedents && (rendertimedentsalways || arch.IsActive(timeofday))))
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{
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bool usechild = false;
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entity.CamRel = entity.Position - camera.Position;
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float dist = (entity.CamRel + entity.BSCenter).Length();
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Vector3 camrel = entity.Position - camera.Position;
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float dist = (camrel + entity.BSCenter).Length();
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float rad = arch.BSRadius;
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float loddist = entity.CEntityDef.lodDist;
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if (loddist < 1.0f)
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@ -1925,8 +1873,6 @@ namespace CodeWalker.Rendering
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if (!usechild && !entity.ChildrenRendered)
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{
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if (renderinteriors && entity.IsMlo) //render Mlo child entities...
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{
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if ((entity.MloInstance != null) && (entity.MloInstance.Entities != null))
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@ -1936,13 +1882,7 @@ namespace CodeWalker.Rendering
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var intent = entity.MloInstance.Entities[j];
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var intarch = intent.Archetype;
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if (intarch == null) continue; //missing archetype...
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if (!RenderIsEntityFinalRender(intent)) continue; //proxy or something..
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intent.CamRel = intent.Position - camera.Position;
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intent.Distance = intent.CamRel.Length();
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||||
intent.IsVisible = true;
|
||||
|
||||
RenderArchetype(intarch, intent);
|
||||
}
|
||||
}
|
||||
@ -1953,8 +1893,6 @@ namespace CodeWalker.Rendering
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
return RenderArchetype(arch, entity);
|
||||
}
|
||||
return true;
|
||||
@ -2102,7 +2040,8 @@ namespace CodeWalker.Rendering
|
||||
|
||||
if (arche == null) return false;
|
||||
|
||||
Vector3 camrel = (entity != null) ? entity.CamRel : -camera.Position;
|
||||
Vector3 entpos = (entity != null) ? entity.Position : Vector3.Zero;
|
||||
Vector3 camrel = entpos - camera.Position;
|
||||
|
||||
Quaternion orientation = Quaternion.Identity;
|
||||
Vector3 scale = Vector3.One;
|
||||
|
@ -573,14 +573,23 @@ namespace CodeWalker.Rendering
|
||||
context.OutputMerger.DepthStencilState = dsEnabled;
|
||||
context.Rasterizer.State = rsSolid;
|
||||
|
||||
//find the casters
|
||||
float maxdist = 3000.0f;// cascade.IntervalFar * 5.0f;
|
||||
|
||||
//find the casters within range
|
||||
shadowcasters.Clear();
|
||||
shadowcastercount = 0;
|
||||
foreach (var sbatch in shadowbatches)
|
||||
for (int b = 0; b < shadowbatches.Count; b++)
|
||||
{
|
||||
foreach (var srend in sbatch.Geometries)
|
||||
//shadowcasters.AddRange(shadowbatches[b].Geometries);
|
||||
var sbgeoms = shadowbatches[b].Geometries;
|
||||
for (int g = 0; g < sbgeoms.Count; g++)
|
||||
{
|
||||
shadowcasters.Add(srend);
|
||||
var sbgeom = sbgeoms[g];
|
||||
float idist = sbgeom.Inst.Distance - sbgeom.Inst.Radius;
|
||||
if (idist <= maxdist)
|
||||
{
|
||||
shadowcasters.Add(sbgeom);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -592,21 +601,17 @@ namespace CodeWalker.Rendering
|
||||
|
||||
Shadowmap.BeginDepthRender(context, i);
|
||||
|
||||
float cfar = 3000.0f;// cascade.IntervalFar * 5.0f;
|
||||
|
||||
float worldtocascade = cascade.WorldUnitsToCascadeUnits * 2.0f;
|
||||
float minrad = cascade.WorldUnitsPerTexel * 3.0f;
|
||||
|
||||
shadowbatch.Clear();
|
||||
for (int c=0; c<shadowcasters.Count; c++)
|
||||
for (int c = 0; c < shadowcasters.Count; c++)
|
||||
{
|
||||
//if the caster overlaps the cascade, draw it
|
||||
var caster = shadowcasters[c];
|
||||
if (caster.Inst.Radius <= (cascade.WorldUnitsPerTexel * 2.0f)) continue; //don't render little things
|
||||
if ((caster.Inst.Distance-caster.Inst.Radius) > cfar) continue; //performance improvement?
|
||||
if (caster.Inst.Radius <= minrad) continue; //don't render little things
|
||||
Vector3 iscenepos = caster.Inst.Position - Shadowmap.SceneOrigin;
|
||||
Vector3 ilightpos = cascade.Matrix.Multiply(iscenepos - caster.Inst.BSCenter);
|
||||
//Vector3 ilightrad = cascade.Matrix.Multiply(new Vector3(caster.Inst.Radius));
|
||||
//float ilightradf = caster.Inst.Radius;// ilightrad.Length();
|
||||
Vector3 ilightpos = cascade.Matrix.Multiply(iscenepos + caster.Inst.BSCenter);
|
||||
float ilightradf = caster.Inst.Radius * worldtocascade;
|
||||
float ilightminx = ilightpos.X - ilightradf;
|
||||
float ilightmaxx = ilightpos.X + ilightradf;
|
||||
|
@ -30,11 +30,9 @@ namespace CodeWalker.Rendering
|
||||
public List<ShadowmapCascade> Cascades;
|
||||
Matrix SceneCamView;
|
||||
Matrix LightView;
|
||||
//Matrix LightViewInv;
|
||||
Vector3 LightDirection;
|
||||
int TextureSize;
|
||||
public int CascadeCount;
|
||||
//public const int MaxCascades = 6;
|
||||
int PCFSize;
|
||||
float PCFOffset;
|
||||
float BlurBetweenCascades;
|
||||
@ -67,12 +65,6 @@ namespace CodeWalker.Rendering
|
||||
ShadowVars = new GpuVarsBuffer<ShadowmapVars>(device);
|
||||
|
||||
|
||||
|
||||
|
||||
//DepthTexture = DXUtility.CreateTexture2D(device, TextureSize, TextureSize, 1, 16, Format.R32_Typeless, 1, 0, ResourceUsage.Default, BindFlags.DepthStencil | BindFlags.ShaderResource, 0, 0);
|
||||
//DepthTextureSS = DXUtility.CreateSamplerState(device, TextureAddressMode.Border, new Color4(1.0f), Comparison.Always, Filter.MinMagMipLinear, 0, 0.0f, 0.0f, 0.0f);
|
||||
//DepthTextureSRV = DXUtility.CreateShaderResourceView(device, DepthTexture, Format.R32_Float, ShaderResourceViewDimension.Texture2DArray, 1, 0, 16, 0);
|
||||
|
||||
DepthTexture = DXUtility.CreateTexture2D(device, TextureSize* CascadeCount, TextureSize, 1, 1, Format.R32_Typeless, 1, 0, ResourceUsage.Default, BindFlags.DepthStencil | BindFlags.ShaderResource, 0, 0);
|
||||
DepthTextureSS = DXUtility.CreateSamplerState(device, TextureAddressMode.Border, new Color4(0.0f), Comparison.Less, Filter.ComparisonMinMagLinearMipPoint, 0, 0.0f, 0.0f, 0.0f);
|
||||
DepthTextureSRV = DXUtility.CreateShaderResourceView(device, DepthTexture, Format.R32_Float, ShaderResourceViewDimension.Texture2D, 1, 0, 0, 0);
|
||||
@ -88,7 +80,6 @@ namespace CodeWalker.Rendering
|
||||
c.ZFar = 1.0f;
|
||||
c.IntervalNear = 0.0f;
|
||||
c.IntervalFar = 1.0f;
|
||||
//c.DepthTextureDSV = DXUtility.CreateDepthStencilView(device, DepthTexture, Format.D32_Float, i);
|
||||
c.DepthRenderVP = new ViewportF()
|
||||
{
|
||||
Height = (float)TextureSize,
|
||||
@ -154,14 +145,6 @@ namespace CodeWalker.Rendering
|
||||
}
|
||||
if (Cascades != null)
|
||||
{
|
||||
//foreach (var cascade in Cascades)
|
||||
//{
|
||||
// if (cascade.DepthTextureDSV != null)
|
||||
// {
|
||||
// cascade.DepthTextureDSV.Dispose();
|
||||
// cascade.DepthTextureDSV = null;
|
||||
// }
|
||||
//}
|
||||
Cascades.Clear();
|
||||
Cascades = null;
|
||||
}
|
||||
@ -174,57 +157,49 @@ namespace CodeWalker.Rendering
|
||||
|
||||
RTS.Set(context);
|
||||
|
||||
var ppos = cam.Position;// p.GetCurrentPosition();
|
||||
var view = cam.ViewMatrix;// p.GetCurrentView();
|
||||
var proj = cam.ProjMatrix;// p.GetCurrentProj();
|
||||
var viewproj = cam.ViewProjMatrix;// p.GetCurrentViewProj();
|
||||
var ppos = cam.Position;
|
||||
var view = cam.ViewMatrix;
|
||||
var proj = cam.ProjMatrix;
|
||||
var viewproj = cam.ViewProjMatrix;
|
||||
|
||||
|
||||
//need to compute a local scene space for the shadows. use a snapped version of the camera coords...
|
||||
Vector3 pp = ppos;
|
||||
float snapsize = 20.0f;// 1000000; //20m in planet space... //ideally should snap to texel size
|
||||
float snapsize = 20.0f; //20m snap... //ideally should snap to texel size
|
||||
SceneOrigin.X = pp.X - (pp.X % snapsize);
|
||||
SceneOrigin.Y = pp.Y - (pp.Y % snapsize);
|
||||
SceneOrigin.Z = pp.Z - (pp.Z % snapsize);
|
||||
SceneCamPos = (pp - SceneOrigin);//.ToV3F();// *0.0001f;
|
||||
SceneCamPos = (pp - SceneOrigin);
|
||||
|
||||
|
||||
//the items passed in here are visible items. need to compute the scene bounds from these.
|
||||
Vector4 vFLTMAX = new Vector4(float.MaxValue);// FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX );
|
||||
Vector4 vFLTMIN = new Vector4(float.MinValue);// -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX );
|
||||
Vector3 vHMAX = new Vector3(float.MaxValue);// V3H(9223372036854775807);
|
||||
Vector3 vHMIN = new Vector3(float.MinValue);// V3H(-((huge)9223372036854775807));
|
||||
Vector4 vFLTMAX = new Vector4(float.MaxValue);
|
||||
Vector4 vFLTMIN = new Vector4(float.MinValue);
|
||||
Vector3 vHMAX = new Vector3(float.MaxValue);
|
||||
Vector3 vHMIN = new Vector3(float.MinValue);
|
||||
WorldMin = vHMAX;
|
||||
WorldMax = vHMIN;
|
||||
foreach (var item in items)
|
||||
for (int i = 0; i < items.Count; i++)
|
||||
{
|
||||
Vector3 icamrel = item.Inst.CamRel;// item->Seed.Position.RelativeTo(ppos).ToV3F();
|
||||
float idist = icamrel.Length();// V3FLength(icamrel);
|
||||
float irad = item.Inst.Renderable.Key.BoundingSphereRadius;// ((huge)item->Radius + 1); //+1 to account for rounding down
|
||||
if ((idist-irad) > 3000.0f) continue; //3km limit
|
||||
var inst = items[i].Inst;
|
||||
|
||||
Vector3 imin = item.Inst.BBMin - 100.0f; //extra bias to make sure scene isn't too small in model view...
|
||||
Vector3 imax = item.Inst.BBMax + 100.0f;
|
||||
//Vector3 ipos = item.Inst.Position;// item->Seed.Position;
|
||||
//Vector3 imin = ipos - irad;
|
||||
//Vector3 imax = ipos + irad;
|
||||
Vector3 imin = inst.BBMin - 100.0f; //extra bias to make sure scene isn't too small in model view...
|
||||
Vector3 imax = inst.BBMax + 100.0f;
|
||||
|
||||
WorldMin = Vector3.Min(WorldMin, imin);
|
||||
WorldMax = Vector3.Max(WorldMax, imax);
|
||||
}
|
||||
SceneMin = (WorldMin - SceneOrigin);// *0.0001f;
|
||||
SceneMax = (WorldMax - SceneOrigin);// *0.0001f;
|
||||
SceneMin = (WorldMin - SceneOrigin);
|
||||
SceneMax = (WorldMax - SceneOrigin);
|
||||
SceneCenter = (SceneMax + SceneMin) * 0.5f;
|
||||
SceneExtent = (SceneMax - SceneMin) * 0.5f;
|
||||
|
||||
//M16F camViewInv = M16FInverse(camView);
|
||||
Matrix sceneCamTrans = Matrix.Translation(-SceneCamPos);
|
||||
SceneCamView = Matrix.Multiply(sceneCamTrans, view);
|
||||
Matrix camViewInv = Matrix.Invert(SceneCamView);
|
||||
|
||||
Vector3 lightUp = new Vector3(0.0f, 1.0f, 0.0f); //BUG: should select this depending on light dir!?
|
||||
LightView = Matrix.LookAtLH(lightDir, Vector3.Zero, lightUp); //BUG?: pos/lightdir wrong way around??
|
||||
//LightView = Matrix.LookAtLH(Vector3.Zero, -lightDir, lightUp); //BUG?: pos/lightdir wrong way around??
|
||||
LightDirection = lightDir;
|
||||
|
||||
Vector4[] vSceneAABBPointsLightSpace = new Vector4[8];
|
||||
@ -233,7 +208,6 @@ namespace CodeWalker.Rendering
|
||||
// Transform the scene AABB to Light space.
|
||||
for (int index = 0; index < 8; ++index)
|
||||
{
|
||||
//vSceneAABBPointsLightSpace[index] = XMVector4Transform(vSceneAABBPointsLightSpace[index], matLightCameraView);
|
||||
vSceneAABBPointsLightSpace[index] = LightView.Multiply(vSceneAABBPointsLightSpace[index]);
|
||||
}
|
||||
|
||||
@ -243,9 +217,6 @@ namespace CodeWalker.Rendering
|
||||
Vector4 vLightCameraOrthographicMax;
|
||||
float fCameraNearFarRange = 1000.0f; //(far - near) //1000m in planet space
|
||||
float[] fCascadeIntervals = { 0.0075f, 0.02f, 0.06f, 0.15f, 0.5f, 1.0f, 1.5f, 2.5f };
|
||||
//CascadeCount = 6;
|
||||
//float fCascadeIntervals[] = { 0.005f, 0.015f, 0.03f, 0.06f, 0.12f, 0.25f, 0.6f, 1.0f };
|
||||
//CascadeCount = 8;
|
||||
|
||||
Vector4 vWorldUnitsPerTexel = Vector4.Zero;
|
||||
float fInvTexelCount = 1.0f / (float)TextureSize;
|
||||
@ -275,10 +246,10 @@ namespace CodeWalker.Rendering
|
||||
for (int icpIndex = 0; icpIndex < 8; ++icpIndex)
|
||||
{
|
||||
// Transform the frustum from camera view space to world space.
|
||||
vFrustumPoints[icpIndex] = camViewInv.Multiply(vFrustumPoints[icpIndex]);// +V4FF(SceneCamPos, 0.0f);// XMVector4Transform(vFrustumPoints[icpIndex], matInverseViewCamera);
|
||||
// Transform the point from world space to Light Camera Space.
|
||||
vTempTranslatedCornerPoint = LightView.Multiply(vFrustumPoints[icpIndex]);// XMVector4Transform(vFrustumPoints[icpIndex], matLightCameraView);
|
||||
// Find the closest point.
|
||||
vFrustumPoints[icpIndex] = camViewInv.Multiply(vFrustumPoints[icpIndex]);
|
||||
// Transform the point from world space to Light Camera Space.
|
||||
vTempTranslatedCornerPoint = LightView.Multiply(vFrustumPoints[icpIndex]);
|
||||
// Find the closest point.
|
||||
vLightCameraOrthographicMin = Vector4.Min(vTempTranslatedCornerPoint, vLightCameraOrthographicMin);
|
||||
vLightCameraOrthographicMax = Vector4.Max(vTempTranslatedCornerPoint, vLightCameraOrthographicMax);
|
||||
}
|
||||
@ -293,7 +264,7 @@ namespace CodeWalker.Rendering
|
||||
Vector4 vDiagonal = (vFrustumPoints[0] - vFrustumPoints[6]);
|
||||
|
||||
// The bound is the length of the diagonal of the frustum interval.
|
||||
float fCascadeBound = vDiagonal.XYZ().Length();// V3FLength(V4FToV3F(vDiagonal));
|
||||
float fCascadeBound = vDiagonal.XYZ().Length();
|
||||
vDiagonal = new Vector4(fCascadeBound);
|
||||
|
||||
// The offset calculated will pad the ortho projection so that it is always the same size
|
||||
@ -326,63 +297,36 @@ namespace CodeWalker.Rendering
|
||||
|
||||
//These are the unconfigured near and far plane values. They are purposly awful to show
|
||||
// how important calculating accurate near and far planes is.
|
||||
float fNearPlane;// = 100000.0f;
|
||||
float fFarPlane;// = -100000.0f;
|
||||
float fNearPlane;
|
||||
float fFarPlane;
|
||||
|
||||
|
||||
//V4F tmpmin = vLightCameraOrthographicMin;
|
||||
//vLightCameraOrthographicMin = -vLightCameraOrthographicMax;
|
||||
//vLightCameraOrthographicMax = -tmpmin;
|
||||
|
||||
// By intersecting the light frustum with the scene AABB we can get a tighter bound on the near and far plane.
|
||||
ComputeNearAndFar(out fNearPlane, out fFarPlane, vLightCameraOrthographicMin, vLightCameraOrthographicMax, vSceneAABBPointsLightSpace);
|
||||
|
||||
|
||||
//near/far swap necessary because the scene camera has negative aspect ratio...
|
||||
//float tmpn = fNearPlane;
|
||||
//fNearPlane = -fFarPlane;
|
||||
//fFarPlane = -tmpn;
|
||||
|
||||
|
||||
|
||||
|
||||
// Craete the orthographic projection for this cascade.
|
||||
// Create the orthographic projection for this cascade.
|
||||
cascade.Ortho = Matrix.OrthoOffCenterLH(vLightCameraOrthographicMin.X, vLightCameraOrthographicMax.X, vLightCameraOrthographicMin.Y, vLightCameraOrthographicMax.Y, fNearPlane, fFarPlane);
|
||||
//M16FOrthographicOffCenter(cascade.Ortho, vLightCameraOrthographicMin.x, vLightCameraOrthographicMax.x, vLightCameraOrthographicMax.y, vLightCameraOrthographicMin.y, fNearPlane, fFarPlane);
|
||||
//D3DXMatrixOrthoOffCenterLH(&m_matShadowProj[iCascadeIndex],
|
||||
// XMVectorGetX(vLightCameraOrthographicMin),
|
||||
// XMVectorGetX(vLightCameraOrthographicMax),
|
||||
// XMVectorGetY(vLightCameraOrthographicMin),
|
||||
// XMVectorGetY(vLightCameraOrthographicMax),
|
||||
// fNearPlane, fFarPlane);
|
||||
|
||||
cascade.ZNear = fNearPlane;
|
||||
cascade.ZFar = fFarPlane;
|
||||
cascade.IntervalNear = fFrustumIntervalBegin;
|
||||
cascade.IntervalFar = fFrustumIntervalEnd;
|
||||
//m_fCascadePartitionsFrustum[iCascadeIndex] = fFrustumIntervalEnd;
|
||||
|
||||
cascade.Matrix = Matrix.Multiply(LightView, cascade.Ortho);
|
||||
//cascade.Matrix = cascade.Ortho;
|
||||
cascade.MatrixInv = Matrix.Invert(cascade.Matrix);
|
||||
cascade.WorldUnitsPerTexel = fWorldUnitsPerTexel;
|
||||
cascade.WorldUnitsToCascadeUnits = 2.0f / fCascadeBound;// (cascade.WorldUnitsPerTexel * fInvTexelCount);
|
||||
cascade.WorldUnitsToCascadeUnits = 2.0f / fCascadeBound;
|
||||
}
|
||||
|
||||
|
||||
context.ClearDepthStencilView(DepthTextureDSV, DepthStencilClearFlags.Depth, 1.0f, 0);
|
||||
//context.ClearDepthStencilView(cascade.DepthTextureDSV, DepthStencilClearFlags.Depth, 1.0f, 0);
|
||||
//ID3D11RenderTargetView* pnullView = NULL;
|
||||
// Set a null render target so as not to render color.
|
||||
context.OutputMerger.SetRenderTargets(DepthTextureDSV, (RenderTargetView)null);
|
||||
//context.OutputMerger.SetRenderTargets(cascade.DepthTextureDSV, (RenderTargetView)null);
|
||||
//context->OMSetRenderTargets(1, &pnullView, cascade.DepthTextureDSV.Get());
|
||||
|
||||
context.OutputMerger.SetDepthStencilState(DepthRenderDS);
|
||||
//context->OMSetDepthStencilState(DepthRenderDS.Get(), 1);
|
||||
|
||||
context.Rasterizer.State = DepthRenderRS;
|
||||
//context->RSSetState(DepthRenderRS.Get());
|
||||
|
||||
}
|
||||
|
||||
@ -390,24 +334,7 @@ namespace CodeWalker.Rendering
|
||||
{
|
||||
ShadowmapCascade cascade = Cascades[cascadeIndex];
|
||||
|
||||
//context.ClearDepthStencilView(DepthTextureDSV, DepthStencilClearFlags.Depth, 1.0f, 0);
|
||||
////context.ClearDepthStencilView(cascade.DepthTextureDSV, DepthStencilClearFlags.Depth, 1.0f, 0);
|
||||
////ID3D11RenderTargetView* pnullView = NULL;
|
||||
//// Set a null render target so as not to render color.
|
||||
//context.OutputMerger.SetRenderTargets(DepthTextureDSV, (RenderTargetView)null);
|
||||
////context.OutputMerger.SetRenderTargets(cascade.DepthTextureDSV, (RenderTargetView)null);
|
||||
////context->OMSetRenderTargets(1, &pnullView, cascade.DepthTextureDSV.Get());
|
||||
|
||||
//context.OutputMerger.SetDepthStencilState(DepthRenderDS);
|
||||
////context->OMSetDepthStencilState(DepthRenderDS.Get(), 1);
|
||||
|
||||
//context.Rasterizer.State = DepthRenderRS;
|
||||
////context->RSSetState(DepthRenderRS.Get());
|
||||
|
||||
context.Rasterizer.SetViewport(cascade.DepthRenderVP);
|
||||
//context.Rasterizer.SetViewport(DepthRenderVP);
|
||||
//context->RSSetViewports(1, &DepthRenderVP);
|
||||
|
||||
}
|
||||
|
||||
public void EndUpdate(DeviceContext context)
|
||||
@ -418,7 +345,6 @@ namespace CodeWalker.Rendering
|
||||
public void SetFinalRenderResources(DeviceContext context)
|
||||
{
|
||||
|
||||
//ShadowmapVars & v = ShadowVars.Vars;
|
||||
ShadowVars.Vars.CamScenePos = new Vector4(SceneCamPos, 0.0f); //in shadow scene coords
|
||||
ShadowVars.Vars.CamSceneView = Matrix.Transpose(SceneCamView);
|
||||
ShadowVars.Vars.LightView = Matrix.Transpose(LightView);
|
||||
@ -431,27 +357,9 @@ namespace CodeWalker.Rendering
|
||||
for (int i = 0; i < CascadeCount; ++i)
|
||||
{
|
||||
ShadowmapCascade cascade = Cascades[i];
|
||||
|
||||
|
||||
//M16F mShadowTexture = m_matShadowProj[index] * dxmatTextureScale * dxmatTextureTranslation;
|
||||
Matrix mShadowTexture = Matrix.Multiply(cascade.Ortho, dxmatTextureST);
|
||||
|
||||
//ShadowVars.Vars.CascadeScales[i].x = mShadowTexture.M11;
|
||||
//ShadowVars.Vars.CascadeScales[i].y = mShadowTexture.M22;
|
||||
//ShadowVars.Vars.CascadeScales[i].z = mShadowTexture.M33;
|
||||
//ShadowVars.Vars.CascadeScales[i].w = 1.0f;
|
||||
ShadowVars.Vars.CascadeScales.Set(i, new Vector4(mShadowTexture.M11, mShadowTexture.M22, mShadowTexture.M33, 1.0f));
|
||||
|
||||
//v.CascadeOffsets[i].x = mShadowTexture.M41;
|
||||
//v.CascadeOffsets[i].y = mShadowTexture.M42;
|
||||
//v.CascadeOffsets[i].z = mShadowTexture.M43;
|
||||
//v.CascadeOffsets[i].w = 0.0f;
|
||||
ShadowVars.Vars.CascadeOffsets.Set(i, new Vector4(mShadowTexture.M41, mShadowTexture.M42, mShadowTexture.M43, 0.0f));
|
||||
|
||||
//v.CascadeDepths[i].x = cascade.IntervalFar;
|
||||
//v.CascadeDepths[i].y = 0.0f;
|
||||
//v.CascadeDepths[i].z = 0.0f;
|
||||
//v.CascadeDepths[i].w = 0.0f;
|
||||
ShadowVars.Vars.CascadeDepths.Set(i, new Vector4(cascade.IntervalFar, 0.0f, 0.0f, 0.0f));
|
||||
}
|
||||
|
||||
@ -543,7 +451,6 @@ namespace CodeWalker.Rendering
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
// Transform point.
|
||||
//Points[i] = XMVector4Transform(HomogenousPoints[i], matInverse);
|
||||
Points[i] = matInverse.Multiply(HomogeneousPoints[i]);
|
||||
}
|
||||
|
||||
@ -553,22 +460,22 @@ namespace CodeWalker.Rendering
|
||||
sf.Orientation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Compute the slopes.
|
||||
Points[0] = Points[0] * (1.0f / Points[0].Z);// XMVectorReciprocal(XMVectorSplatZ(Points[0]));
|
||||
Points[1] = Points[1] * (1.0f / Points[1].Z);// XMVectorReciprocal(XMVectorSplatZ(Points[1]));
|
||||
Points[2] = Points[2] * (1.0f / Points[2].Z);// XMVectorReciprocal(XMVectorSplatZ(Points[2]));
|
||||
Points[3] = Points[3] * (1.0f / Points[3].Z);// XMVectorReciprocal(XMVectorSplatZ(Points[3]));
|
||||
Points[0] = Points[0] * (1.0f / Points[0].Z);
|
||||
Points[1] = Points[1] * (1.0f / Points[1].Z);
|
||||
Points[2] = Points[2] * (1.0f / Points[2].Z);
|
||||
Points[3] = Points[3] * (1.0f / Points[3].Z);
|
||||
|
||||
sf.RightSlope = Points[0].X;// XMVectorGetX(Points[0]);
|
||||
sf.LeftSlope = Points[1].X;// XMVectorGetX(Points[1]);
|
||||
sf.TopSlope = Points[2].Y;// XMVectorGetY(Points[2]);
|
||||
sf.BottomSlope = Points[3].Y;// XMVectorGetY(Points[3]);
|
||||
sf.RightSlope = Points[0].X;
|
||||
sf.LeftSlope = Points[1].X;
|
||||
sf.TopSlope = Points[2].Y;
|
||||
sf.BottomSlope = Points[3].Y;
|
||||
|
||||
// Compute near and far.
|
||||
Points[4] = Points[4] * (1.0f / Points[4].W);// XMVectorReciprocal(XMVectorSplatW(Points[4]));
|
||||
Points[5] = Points[5] * (1.0f / Points[5].W);// XMVectorReciprocal(XMVectorSplatW(Points[5]));
|
||||
Points[4] = Points[4] * (1.0f / Points[4].W);
|
||||
Points[5] = Points[5] * (1.0f / Points[5].W);
|
||||
|
||||
sf.Near = Points[4].Z;// XMVectorGetZ(Points[4]);
|
||||
sf.Far = Points[5].Z;// XMVectorGetZ(Points[5]);
|
||||
sf.Near = Points[4].Z;
|
||||
sf.Far = Points[5].Z;
|
||||
}
|
||||
|
||||
|
||||
@ -586,17 +493,17 @@ namespace CodeWalker.Rendering
|
||||
vViewFrust.Near = -fCascadeIntervalBegin; //negative due to negative aspect ratio projection matrix..
|
||||
vViewFrust.Far = -fCascadeIntervalEnd;
|
||||
|
||||
Vector3 vGrabY = new Vector3(0.0f, 1.0f, 0.0f);// ,0x00000000 };
|
||||
Vector3 vGrabX = new Vector3(1.0f, 0.0f, 0.0f);// , 0x00000000 };
|
||||
Vector3 vGrabY = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
Vector3 vGrabX = new Vector3(1.0f, 0.0f, 0.0f);
|
||||
|
||||
Vector3 vRightTop = new Vector3(vViewFrust.RightSlope, vViewFrust.TopSlope, 1.0f);// , 1.0f };
|
||||
Vector3 vLeftBottom = new Vector3(vViewFrust.LeftSlope, vViewFrust.BottomSlope, 1.0f);// , 1.0f };
|
||||
Vector3 vNear = new Vector3(vViewFrust.Near, vViewFrust.Near, vViewFrust.Near);// ,1.0f };
|
||||
Vector3 vFar = new Vector3(vViewFrust.Far, vViewFrust.Far, vViewFrust.Far);// ,1.0f };
|
||||
Vector3 vRightTopNear = vRightTop * vNear;// XMVectorMultiply(vRightTop, vNear);
|
||||
Vector3 vRightTopFar = vRightTop * vFar;// XMVectorMultiply(vRightTop, vFar);
|
||||
Vector3 vLeftBottomNear = vLeftBottom * vNear;// XMVectorMultiply(vLeftBottom, vNear);
|
||||
Vector3 vLeftBottomFar = vLeftBottom * vFar;// XMVectorMultiply(vLeftBottom, vFar);
|
||||
Vector3 vRightTop = new Vector3(vViewFrust.RightSlope, vViewFrust.TopSlope, 1.0f);
|
||||
Vector3 vLeftBottom = new Vector3(vViewFrust.LeftSlope, vViewFrust.BottomSlope, 1.0f);
|
||||
Vector3 vNear = new Vector3(vViewFrust.Near, vViewFrust.Near, vViewFrust.Near);
|
||||
Vector3 vFar = new Vector3(vViewFrust.Far, vViewFrust.Far, vViewFrust.Far);
|
||||
Vector3 vRightTopNear = vRightTop * vNear;
|
||||
Vector3 vRightTopFar = vRightTop * vFar;
|
||||
Vector3 vLeftBottomNear = vLeftBottom * vNear;
|
||||
Vector3 vLeftBottomFar = vLeftBottom * vFar;
|
||||
|
||||
pvCornerPointsWorld[0] = new Vector4(vRightTopNear, 1.0f);
|
||||
pvCornerPointsWorld[1] = new Vector4(V3FSelect(vRightTopNear, vLeftBottomNear, vGrabX), 1.0f);
|
||||
@ -639,8 +546,8 @@ namespace CodeWalker.Rendering
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Initialize the near and far planes
|
||||
fNearPlane = float.MaxValue;// FLT_MAX;
|
||||
fFarPlane = float.MinValue;// -FLT_MAX;
|
||||
fNearPlane = float.MaxValue;
|
||||
fFarPlane = float.MinValue;
|
||||
|
||||
ShadowmapTriangle[] triangleList = new ShadowmapTriangle[16];
|
||||
int iTriangleCnt = 1;
|
||||
@ -913,9 +820,6 @@ namespace CodeWalker.Rendering
|
||||
public ShadowmapVarsCascadeData CascadeOffsets;
|
||||
public ShadowmapVarsCascadeData CascadeScales;
|
||||
public ShadowmapVarsCascadeData CascadeDepths; //in scene eye space
|
||||
//public Vector4 CascadeOffsets[16];
|
||||
//public Vector4 CascadeScales[16];
|
||||
//public Vector4 CascadeDepths[16]; //in scene eye space
|
||||
public int CascadeCount;
|
||||
public int CascadeVisual;
|
||||
public int PCFLoopStart;
|
||||
@ -1008,7 +912,6 @@ namespace CodeWalker.Rendering
|
||||
public Matrix Ortho { get; set; }
|
||||
public Matrix Matrix { get; set; }
|
||||
public Matrix MatrixInv { get; set; }
|
||||
//public DepthStencilView DepthTextureDSV { get; set; }
|
||||
public ViewportF DepthRenderVP { get; set; }
|
||||
public float WorldUnitsPerTexel { get; set; } //updated each frame for culling
|
||||
public float WorldUnitsToCascadeUnits { get; set; }
|
||||
|
9
Todo.txt
9
Todo.txt
@ -28,7 +28,6 @@ world view grid option?
|
||||
|
||||
---[Editor stuff]---
|
||||
|
||||
delete key - delete item!
|
||||
|
||||
add entities with preview... asset browser
|
||||
undo add/delete entities, cargens, path nodes, scenario points...
|
||||
@ -61,7 +60,6 @@ model view - improve .ynv rendering (portals etc)
|
||||
model view - YPT particles - animate particles? do more work on format?
|
||||
|
||||
mapDataGroups - how to isolate one of the grouped ymaps? eg destruction etc.
|
||||
entitySets - like mapDataGroups but for interiors..... in Mlo data?
|
||||
|
||||
fix LOD switching
|
||||
fix decal ordering?
|
||||
@ -102,6 +100,13 @@ Audio stuff - do more work on .rel format (see https://github.com/CamxxCore/Rag
|
||||
done:
|
||||
|
||||
|
||||
[v.29]
|
||||
entitySets - like mapDataGroups but for interiors..... in Mlo data
|
||||
delete key - delete item!
|
||||
|
||||
|
||||
[v.28]
|
||||
Audio zones display
|
||||
|
||||
|
||||
[v.27]
|
||||
|
Loading…
Reference in New Issue
Block a user