void CRender::Calculate () { #ifdef _GPA_ENABLED TAL_SCOPED_TASK_NAMED( "CRender::Calculate()" ); #endif // _GPA_ENABLED Device.Statistic->RenderCALC.Begin(); // Transfer to global space to avoid deep pointer access IRender_Target* T = getTarget (); float fov_factor = _sqr (90.f / Device.fFOV); g_fSCREEN = float(T->get_width()*T->get_height())*fov_factor*(EPS_S+ps_r__LOD); r_ssaDISCARD = _sqr(ps_r__ssaDISCARD) /g_fSCREEN; r_ssaDONTSORT = _sqr(ps_r__ssaDONTSORT/3) /g_fSCREEN; r_ssaLOD_A = _sqr(ps_r1_ssaLOD_A/3) /g_fSCREEN; r_ssaLOD_B = _sqr(ps_r1_ssaLOD_B/3) /g_fSCREEN; r_ssaGLOD_start = _sqr(ps_r__GLOD_ssa_start/3)/g_fSCREEN; r_ssaGLOD_end = _sqr(ps_r__GLOD_ssa_end/3) /g_fSCREEN; r_ssaHZBvsTEX = _sqr(ps_r__ssaHZBvsTEX/3) /g_fSCREEN; // Frustum & HOM rendering ViewBase.CreateFromMatrix (Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR); View = 0; HOM.Enable (); HOM.Render (ViewBase); gm_SetNearer (FALSE); phase = PHASE_NORMAL; // Detect camera-sector if (!vLastCameraPos.similar(Device.vCameraPosition,EPS_S)) { CSector* pSector = (CSector*)detectSector(Device.vCameraPosition); if (pSector && (pSector!=pLastSector)) g_pGamePersistent->OnSectorChanged( translateSector(pSector) ); if (0==pSector) pSector = pLastSector; pLastSector = pSector; vLastCameraPos.set(Device.vCameraPosition); } // Check if camera is too near to some portal - if so force DualRender if (rmPortals) { Fvector box_radius; box_radius.set(EPS_L*2,EPS_L*2,EPS_L*2); Sectors_xrc.box_options (CDB::OPT_FULL_TEST); Sectors_xrc.box_query (rmPortals,Device.vCameraPosition,box_radius); for (int K=0; K<Sectors_xrc.r_count(); K++) { CPortal* pPortal = (CPortal*) Portals[rmPortals->get_tris()[Sectors_xrc.r_begin()[K].id].dummy]; pPortal->bDualRender = TRUE; } } // if (L_DB) L_DB->Update(); // Main process marker ++; if (pLastSector) { // Traverse sector/portal structure PortalTraverser.traverse ( pLastSector, ViewBase, Device.vCameraPosition, Device.mFullTransform, CPortalTraverser::VQ_HOM + CPortalTraverser::VQ_SSA + CPortalTraverser::VQ_FADE ); // Determine visibility for static geometry hierrarhy if (psDeviceFlags.test(rsDrawStatic)) { for (u32 s_it=0; s_it<PortalTraverser.r_sectors.size(); s_it++) { CSector* sector = (CSector*)PortalTraverser.r_sectors[s_it]; dxRender_Visual* root = sector->root(); for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++) { set_Frustum (&(sector->r_frustums[v_it])); add_Geometry (root); } } } // Traverse object database if (psDeviceFlags.test(rsDrawDynamic)) { g_SpatialSpace->q_frustum ( lstRenderables, ISpatial_DB::O_ORDERED, STYPE_RENDERABLE + STYPE_LIGHTSOURCE, ViewBase ); // Exact sorting order (front-to-back) std::sort (lstRenderables.begin(),lstRenderables.end(),pred_sp_sort); // Determine visibility for dynamic part of scene set_Object (0); g_hud->Render_First ( ); // R1 shadows g_hud->Render_Last ( ); u32 uID_LTRACK = 0xffffffff; if (phase==PHASE_NORMAL) { uLastLTRACK ++; if (lstRenderables.size()) uID_LTRACK = uLastLTRACK%lstRenderables.size(); // update light-vis for current entity / actor CObject* O = g_pGameLevel->CurrentViewEntity(); if (O) { CROS_impl* R = (CROS_impl*) O->ROS(); if (R) R->update (O); } } for (u32 o_it=0; o_it<lstRenderables.size(); o_it++) { ISpatial* spatial = lstRenderables[o_it]; spatial->spatial_updatesector (); CSector* sector = (CSector*)spatial->spatial.sector ; if (0==sector) continue; // disassociated from S/P structure // Filter only not light spatial if (PortalTraverser.i_marker != sector->r_marker && (spatial->spatial.type & STYPE_RENDERABLE) ) continue; // inactive (untouched) sector if (spatial->spatial.type & STYPE_RENDERABLE) { for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++) { set_Frustum (&(sector->r_frustums[v_it])); if (!View->testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R) /*&& (spatial->spatial.type & STYPE_RENDERABLE)*/) continue; // renderable IRenderable* renderable = spatial->dcast_Renderable (); if (0==renderable) { // It may be an glow CGlow* glow = dynamic_cast<CGlow*>(spatial); VERIFY (glow); L_Glows->add (glow); } else { // Occlusiond vis_data& v_orig = renderable->renderable.visual->getVisData(); vis_data v_copy = v_orig; v_copy.box.xform (renderable->renderable.xform); BOOL bVisible = HOM.visible(v_copy); v_orig.accept_frame = v_copy.accept_frame; v_orig.marker = v_copy.marker; v_orig.hom_frame = v_copy.hom_frame; v_orig.hom_tested = v_copy.hom_tested; if (!bVisible) break; // exit loop on frustums // rendering if (o_it==uID_LTRACK && renderable->renderable_ROS()) { // track lighting environment CROS_impl* T = (CROS_impl*)renderable->renderable_ROS(); T->update (renderable); } set_Object (renderable); renderable->renderable_Render (); set_Object (0); //? is it needed at all } break; // exit loop on frustums } } else { if ( ViewBase.testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R) ) { VERIFY (spatial->spatial.type & STYPE_LIGHTSOURCE); // lightsource light* L = (light*) spatial->dcast_Light (); VERIFY (L); if (L->spatial.sector) { vis_data& vis = L->get_homdata ( ); if (HOM.visible(vis)) L_DB->add_light (L); } } } } } // Calculate miscelaneous stuff L_Shadows->calculate (); L_Projector->calculate (); } else { set_Object (0); /* g_pGameLevel->pHUD->Render_First (); g_pGameLevel->pHUD->Render_Last (); // Calculate miscelaneous stuff L_Shadows->calculate (); L_Projector->calculate (); */ } // End calc Device.Statistic->RenderCALC.End (); }
void CRender::render_main (Fmatrix& m_ViewProjection, bool _fportals) { // Msg ("---begin"); marker ++; // Calculate sector(s) and their objects if (pLastSector) { //!!! //!!! BECAUSE OF PARALLEL HOM RENDERING TRY TO DELAY ACCESS TO HOM AS MUCH AS POSSIBLE //!!! { // Traverse object database g_SpatialSpace->q_frustum ( lstRenderables, ISpatial_DB::O_ORDERED, STYPE_RENDERABLE + STYPE_LIGHTSOURCE, ViewBase ); // (almost) Exact sorting order (front-to-back) std::sort (lstRenderables.begin(),lstRenderables.end(),pred_sp_sort); // Determine visibility for dynamic part of scene set_Object (0); u32 uID_LTRACK = 0xffffffff; if (phase==PHASE_NORMAL) { uLastLTRACK ++; if (lstRenderables.size()) uID_LTRACK = uLastLTRACK%lstRenderables.size(); // update light-vis for current entity / actor CObject* O = g_pGameLevel->CurrentViewEntity(); if (O) { CROS_impl* R = (CROS_impl*) O->ROS(); if (R) R->update (O); } // update light-vis for selected entity // track lighting environment if (lstRenderables.size()) { IRenderable* renderable = lstRenderables[uID_LTRACK]->dcast_Renderable (); if (renderable) { CROS_impl* T = (CROS_impl*)renderable->renderable_ROS (); if (T) T->update (renderable); } } } } // Traverse sector/portal structure PortalTraverser.traverse ( pLastSector, ViewBase, Device.vCameraPosition, m_ViewProjection, CPortalTraverser::VQ_HOM + CPortalTraverser::VQ_SSA + CPortalTraverser::VQ_FADE //. disabled scissoring (HW.Caps.bScissor?CPortalTraverser::VQ_SCISSOR:0) // generate scissoring info ); // Determine visibility for static geometry hierrarhy for (u32 s_it=0; s_it<PortalTraverser.r_sectors.size(); s_it++) { CSector* sector = (CSector*)PortalTraverser.r_sectors[s_it]; IRender_Visual* root = sector->root(); for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++) { set_Frustum (&(sector->r_frustums[v_it])); add_Geometry (root); } } // Traverse frustums for (u32 o_it=0; o_it<lstRenderables.size(); o_it++) { ISpatial* spatial = lstRenderables[o_it]; spatial->spatial_updatesector (); CSector* sector = (CSector*)spatial->spatial.sector; if (0==sector) continue; // disassociated from S/P structure if (spatial->spatial.type & STYPE_LIGHTSOURCE) { // lightsource light* L = (light*) (spatial->dcast_Light()); VERIFY (L); float lod = L->get_LOD (); if (lod>EPS_L) { vis_data& vis = L->get_homdata ( ); if (HOM.visible(vis)) Lights.add_light (L); } continue ; } if (PortalTraverser.i_marker != sector->r_marker) continue; // inactive (untouched) sector for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++) { CFrustum& view = sector->r_frustums[v_it]; if (!view.testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R)) continue; if (spatial->spatial.type & STYPE_RENDERABLE) { // renderable IRenderable* renderable = spatial->dcast_Renderable (); VERIFY (renderable); // Occlusion vis_data& v_orig = renderable->renderable.visual->vis; vis_data v_copy = v_orig; v_copy.box.xform (renderable->renderable.xform); BOOL bVisible = HOM.visible(v_copy); v_orig.marker = v_copy.marker; v_orig.accept_frame = v_copy.accept_frame; v_orig.hom_frame = v_copy.hom_frame; v_orig.hom_tested = v_copy.hom_tested; if (!bVisible) break; // exit loop on frustums // Rendering set_Object (renderable); renderable->renderable_Render (); set_Object (0); } break; // exit loop on frustums } } if (g_pGameLevel && (phase==PHASE_NORMAL)) g_pGameLevel->pHUD->Render_Last(); // HUD } else { set_Object (0); if (g_pGameLevel && (phase==PHASE_NORMAL)) g_pGameLevel->pHUD->Render_Last(); // HUD } }