void VPostProcessTranslucencies::MaskOutForegroundEntities(const VisEntityCollection_cl &EntityCollection) { unsigned int iNumEntities = EntityCollection.GetNumEntries(); // this collection only contains foreground objects if (m_spForegroundMaskTechnique==NULL || iNumEntities==0) return; unsigned int i; const hkvMat4* pLastProj = NULL; INSERT_PERF_MARKER_SCOPE("VPostProcessTranslucencies::MaskOutForegroundEntities"); Vision::RenderLoopHelper.BeginEntityRendering(); for (i=0; i<iNumEntities; i++) { VisBaseEntity_cl *pEntity = EntityCollection.GetEntry(i); VASSERT_MSG(pEntity->IsObjectAlwaysInForegroundEnabled(), "Only entities with this flag should be passed to this function"); if (!pEntity->HasShadersForPass(VPT_PrimaryOpaquePass)) continue; const hkvMat4* pThisProj = pEntity->GetCustomProjectionMatrixForForegroundObject(); if (pThisProj!=pLastProj) { VisRenderStates_cl::SetCurrentProjectionMatrix(pThisProj); pLastProj = pThisProj; } // depth fill pass Vision::RenderLoopHelper.RenderEntityWithShaders(pEntity, m_spForegroundMaskTechnique->GetShaderCount(), m_spForegroundMaskTechnique->GetShaderList()); } Vision::RenderLoopHelper.EndEntityRendering(); // reset to context projection matrix if (pLastProj) { VisRenderStates_cl::SetCurrentProjectionMatrix(NULL); } }
// Render shaders on entities void VPostProcessTranslucencies::DrawEntitiesShaders(const VisEntityCollection_cl &EntityCollection, VPassType_e ePassType) { VisDrawCallInfo_t SurfaceShaderList[RLP_MAX_ENTITY_SURFACESHADERS]; unsigned int iNumEntities = EntityCollection.GetNumEntries(); unsigned int i; Vision::RenderLoopHelper.BeginEntityRendering(); for (i=0; i<iNumEntities; i++) { VisBaseEntity_cl *pEntity = EntityCollection.GetEntry(i); // Foreground entities will be handled separately if (pEntity->IsObjectAlwaysInForegroundEnabled()) continue; if ( pEntity->HasShadersForPass(ePassType) ) { // Get a list of the corresponding pass type surface shaders VisShaderSet_cl *pShaderSet = pEntity->GetActiveShaderSet(); if (pShaderSet == NULL) continue; int iNumSurfaceShaders = pShaderSet->GetShaderAssignmentList(SurfaceShaderList, ePassType, RLP_MAX_ENTITY_SURFACESHADERS); VASSERT(iNumSurfaceShaders < RLP_MAX_ENTITY_SURFACESHADERS); if (iNumSurfaceShaders == 0) continue; VDynamicMesh *pMesh = pEntity->GetMesh(); // If the model has lit surfaces, and if the shaders makes use of the lighting information, we need to set up // the global lights. if (pMesh != NULL && pMesh->HasLitSurfaces() && (pShaderSet->GetCombinedTrackingMask()&(VSHADER_TRACKING_LIGHTGRID_PS|VSHADER_TRACKING_LIGHTGRID_GS|VSHADER_TRACKING_LIGHTGRID_VS)) ) { Vision::RenderLoopHelper.TrackLightGridInfo(pEntity); } // Render the entity with the surface shader list Vision::RenderLoopHelper.RenderEntityWithSurfaceShaderList(pEntity, iNumSurfaceShaders, SurfaceShaderList); } } Vision::RenderLoopHelper.EndEntityRendering(); }
void VMobileForwardRenderLoop::RenderLitGeometry(VisLightSource_cl *pLight, IVShadowMapComponent *pShadowMapComponent, bool bBasePass, bool bUsesLightClippingVolume, bool bEntities, bool bStaticGeometry) { if (!pLight) return; // Some local variables for storing surfaces, shaders, surface shaders, and the like. VCompiledTechnique *pTechnique = NULL; VisDrawCallInfo_t SurfaceShaderList[RLP_MAX_ENTITY_SURFACESHADERS]; VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext(); const hkvVec3 &vCamPos = pContext->GetCamera()->GetPosition(); const float fFade = pLight->GetFadeWeight(vCamPos); VisStaticGeometryInstanceCollection_cl *pLitGeoInstanceCollection = NULL; VisEntityCollection_cl *pLitEntityCollection = NULL; if (bBasePass || pLight != m_pBasePassLight) { if (bStaticGeometry) { pLitGeoInstanceCollection = &s_LitGeoInstanceCollection; pLitGeoInstanceCollection->Clear(); } if (bEntities) { pLitEntityCollection = &s_LitEntityCollection; pLitEntityCollection->Clear(); } Vision::RenderLoopHelper.GetVisibleGeometryInLightsourceRange(pLitGeoInstanceCollection, pLitEntityCollection, NULL, *pLight); } else { if (bStaticGeometry) pLitGeoInstanceCollection = &m_AdditiveLitGeoInstanceCollection; if (bEntities) pLitEntityCollection = &m_AdditiveLitEntityCollection; } #ifdef SUPPORTS_SHADOW_MAPS VShadowMapGenSpotDir *pShadowMapGenDir = NULL; if (pShadowMapComponent) { VShadowMapGenerator *pShadowMapGen = pShadowMapComponent->GetShadowMapGenerator(); if (pShadowMapGen->GetProjectionType()==SHADOW_PROJECTION_ORTHOGRAPHIC) pShadowMapGenDir = static_cast<VShadowMapGenSpotDir*>(pShadowMapGen); } #endif // Set the stencil render state for reading light clipping volume information if(bUsesLightClippingVolume) { const VLightClippingVolumeComponent* pLightClippingComponent = pLight->Components().GetComponentOfBaseType<VLightClippingVolumeComponent>(); VASSERT(pLightClippingComponent != NULL && V_ARRAY_SIZE(m_lightClippingStencilStatesRead)==2); VisRenderStates_cl::SetDepthStencilState(m_lightClippingStencilStatesRead[pLightClippingComponent->GetClipHandedness()]); } else VisRenderStates_cl::SetDepthStencilState(m_dynLightDefaultState); // For all illuminated entities: Render a dynamic lighting pass now. if (pLight->GetLightInfluenceBitMaskEntity() != 0 && bEntities) { int iNumLitEntities = pLitEntityCollection->GetNumEntries(); Vision::RenderLoopHelper.BeginEntityRendering(); for (int j=0; j<iNumLitEntities; j++) { VisBaseEntity_cl *pEntity = pLitEntityCollection->GetEntry(j); if (!(pEntity->GetLightInfluenceBitMask() & pLight->GetLightInfluenceBitMaskEntity())) continue; VDynamicMesh *pMesh = pEntity->GetMesh(); VisSurface_cl **ppSurfaces = pEntity->GetSurfaceArray(); // Get list of all the surfaces in the model int iNumSubmeshes = pMesh->GetSubmeshCount(); int iNumSurfaceShaders = 0; // For all the surfaces... for (int k=0; k<iNumSubmeshes; k++) { VDynamicSubmesh *pSubmesh = pMesh->GetSubmesh(k); VisSurface_cl *pSurface = ppSurfaces[pSubmesh->m_iMaterialIndex]; // Full-bright surfaces can't be rendered in the compound base pass, since such surfaces are not illuminated. Since tagging // of already rendered geometry happens per entity instance, in case an entity contains full-bright surfaces, all surfaces // of this entity have to be rendered in the normal rendering pipeline. const VisLightingMethod_e eLightingMethod = pSurface->GetLightingMode(); if (bBasePass) { // Since entities can contain several surfaces with different lighting methods (full-bright, dynamic only, etc.), entities // with full-bright surfaces have to be also added to the additive lit entity collection, in order to ensure rendering of // dynamic only surfaces. if (eLightingMethod==VIS_LIGHTING_FULLBRIGHT) { iNumSurfaceShaders = 0; m_AdditiveLitEntityCollection.AppendEntry(pEntity); break; } } else { if (eLightingMethod == VIS_LIGHTING_FULLBRIGHT) continue; } // If not all surfaces have a primary opaque pass type in the base pass, then render corresponding entity // in the additive lighting pass. if (bBasePass && pSurface->GetResolvedPassType()!=VPT_PrimaryOpaquePass) { iNumSurfaceShaders = 0; m_AdditiveLitEntityCollection.AppendEntry(pEntity); break; } // Check whether entity is in current shadow volume for orthographic shadows. In that case the entity is rendered // without shadows since it is not in the relevant shadow volume. IVShadowMapComponent *pTmpShadowMapComponent = pShadowMapComponent; #ifdef SUPPORTS_SHADOW_MAPS if (pShadowMapGenDir) { if (!pShadowMapGenDir->IsEntityInsideOrthoShadowVolume(pEntity)) pTmpShadowMapComponent = NULL; } #endif pTechnique = GetLightShader(pLight, bBasePass, pSurface, fFade, pTmpShadowMapComponent); if (!pTechnique || !pTechnique->GetShaderCount()) // do not light this surface { // If base-pass lighting technique could not be retrieved, render lit entity in the additive pass. if (bBasePass && pLight->IsDynamic()) m_AdditiveLitEntityCollection.AppendEntry(pEntity); iNumSurfaceShaders = 0; break; } // Generate a list of surface shader from the combined surface/shader information VisDrawCallInfo_t &info(SurfaceShaderList[iNumSurfaceShaders++]); info.Set(pSubmesh, pSurface, pTechnique->m_Shaders.GetAt(0)); } // Finally, render the entity with a surface shader list. if (iNumSurfaceShaders>0) { Vision::RenderLoopHelper.RenderEntityWithSurfaceShaderList(pEntity, iNumSurfaceShaders, SurfaceShaderList); if (bBasePass) pEntity->Tag(); } } Vision::RenderLoopHelper.EndEntityRendering(); } // For all illuminated world primitives: Render a dynamic lighting pass now. if (pLight->GetLightInfluenceBitMaskWorld() != 0 && bStaticGeometry) { VisSurface_cl *pSurface; VisSurface_cl *pLastSurface = NULL; VCompiledTechnique *pLastTechnique = NULL; // We start collecting illuminated mesh instances. Whenever a relevant property changes, we set the // shader information, render all collected world instances, and start collecting from scratch. int iNumLitGeoInstances = pLitGeoInstanceCollection->GetNumEntries(); pLastSurface = NULL; s_RenderGeoInstanceCollection.Clear(); pLastTechnique = NULL; for (int j=0; j<iNumLitGeoInstances; j++) { VisStaticGeometryInstance_cl *pGI = pLitGeoInstanceCollection->GetEntry(j); pSurface = pGI->GetSurface(); VASSERT(pSurface); if (pSurface->IsFullbright()) continue; // If surface does not have a primary opaque pass type in the base pass, then render corresponding static // mesh instance in the additive lighting pass. if (bBasePass && pSurface->GetResolvedPassType()!=VPT_PrimaryOpaquePass) { m_AdditiveLitGeoInstanceCollection.AppendEntry(pGI); continue; } // Check whether mesh is in current shadow volume for orthographic shadows. In that case the mesh is rendered // without shadows since it is not in the relevant shadow volume. IVShadowMapComponent *pTmpShadowMapComponent = pShadowMapComponent; #ifdef SUPPORTS_SHADOW_MAPS if (pShadowMapGenDir) { if (!pShadowMapGenDir->IsMeshInsideOrthoShadowVolume(pGI)) pTmpShadowMapComponent = NULL; } #endif if (pLastSurface!=pSurface) { pTechnique = GetLightShader(pLight, bBasePass, pSurface, fFade, pTmpShadowMapComponent); pLastSurface = pSurface; } if (pTechnique == NULL || !pTechnique->GetShaderCount()) { // If base-pass lighting technique could not be retrieved, render lit mesh in the additive pass. if (bBasePass && pLight->IsDynamic()) m_AdditiveLitGeoInstanceCollection.AppendEntry(pGI); continue; } // If the state information is different from the previous one, we have to render the world primitives we // have collected so far if (pLastTechnique!=pTechnique) { if (s_RenderGeoInstanceCollection.GetNumEntries()!=0) { VASSERT(pLastTechnique != NULL); Vision::RenderLoopHelper.RenderStaticGeometryWithShader(s_RenderGeoInstanceCollection, *pLastTechnique->m_Shaders.GetAt(0)); if (bBasePass) s_RenderGeoInstanceCollection.TagEntries(); s_RenderGeoInstanceCollection.Clear(); } // Update the stored state information pLastTechnique = pTechnique; } // Naturally, we have to append the primitive to our collection (otherwise it won't be collected =) ). s_RenderGeoInstanceCollection.AppendEntry(pGI); } // If there's still something left in the collection, render it as well. if (s_RenderGeoInstanceCollection.GetNumEntries()!=0) { if (pLastTechnique && pLastTechnique->GetShaderCount()>0) { Vision::RenderLoopHelper.RenderStaticGeometryWithShader(s_RenderGeoInstanceCollection, *pLastTechnique->m_Shaders.GetAt(0)); if (bBasePass) s_RenderGeoInstanceCollection.TagEntries(); } s_RenderGeoInstanceCollection.Clear(); } } // Restore default render state VisRenderStates_cl::SetDepthStencilState(*VisRenderStates_cl::GetDepthStencilDefaultState()); }
// Renders foreground entities (i.e. entities which have been flagged as "always in foreground") void VPostProcessTranslucencies::DrawTransparentForegroundEntities(const VisEntityCollection_cl &EntityCollection) { unsigned int iNumEntities = EntityCollection.GetNumEntries(); // this collection only contains foreground objects if (iNumEntities==0 || m_spForegroundFillPassTechnique==NULL) return; INSERT_PERF_MARKER_SCOPE("VisionRenderLoop_cl::DrawForegroundEntities"); unsigned int i; const hkvMat4* pLastProj = NULL; Vision::RenderLoopHelper.BeginEntityRendering(); const int iPassCount = m_spForegroundFillPassTechnique->GetShaderCount(); for (int iPass=0;iPass<=iPassCount;iPass++) // +1 passes, where the last one is the actual material pass { for (i=0; i<iNumEntities; i++) { VisBaseEntity_cl *pEntity = EntityCollection.GetEntry(i); // Render only Entities that are flagged as "always in foreground" VASSERT_MSG(pEntity->IsObjectAlwaysInForegroundEnabled(), "Only entities with this flag should be passed to this function"); if (pEntity->HasShadersForPass(VPT_TransparentPass)) { VDynamicMesh *pMesh = pEntity->GetMesh(); VisShaderSet_cl *pShaderSet = pEntity->GetActiveShaderSet(); VASSERT(pMesh && pShaderSet); const hkvMat4* pThisProj = pEntity->GetCustomProjectionMatrixForForegroundObject(); if (pThisProj != pLastProj) { VisRenderStates_cl::SetCurrentProjectionMatrix(pThisProj); pLastProj = pThisProj; } if (iPass<iPassCount) // depth fill pass { VCompiledShaderPass *pPass = m_spForegroundFillPassTechnique->GetShader(iPass); Vision::RenderLoopHelper.RenderEntityWithShaders(pEntity, 1, &pPass); } else // material pass { const VisDrawCallInfo_t *pAssignment; int iNumSurfaceShaders = pShaderSet->GetShaderAssignmentList(&pAssignment); // If the shaders make use of the lighting information, we need to track the light grid if (pMesh != NULL && pMesh->HasLitSurfaces() && (pShaderSet->GetCombinedTrackingMask() & (VSHADER_TRACKING_LIGHTGRID_PS|VSHADER_TRACKING_LIGHTGRID_GS|VSHADER_TRACKING_LIGHTGRID_VS)) ) { Vision::RenderLoopHelper.TrackLightGridInfo(pEntity); } // Render the entity with the surface shader list Vision::RenderLoopHelper.RenderEntityWithSurfaceShaderList(pEntity, iNumSurfaceShaders, pAssignment); } } } } Vision::RenderLoopHelper.EndEntityRendering(); // reset to context projection matrix if (pLastProj) { VisRenderStates_cl::SetCurrentProjectionMatrix(NULL); } }