void VRendererNodeCommon::DrawMeshBufferObjects(unsigned int iRenderOrder)
{
  s_MeshBufferObjectCollection.Clear();

  VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
  int iRenderFlags = pContext->GetRenderFilterMask();
  int iNumMeshBufferObjects = VisMeshBufferObject_cl::ElementManagerGetSize();
  for (int i=0;i<iNumMeshBufferObjects;i++)
  {
    VisMeshBufferObject_cl *pMeshBufferObject = VisMeshBufferObject_cl::ElementManagerGet(i);
    if (!pMeshBufferObject)
      continue;  
    if (!(pMeshBufferObject->GetVisibleBitmask() & iRenderFlags))
      continue;
    if (pMeshBufferObject->GetOrder() != iRenderOrder)
      continue;
    s_MeshBufferObjectCollection.AppendEntry(pMeshBufferObject);
  }

  Vision::RenderLoopHelper.RenderMeshBufferObjects(s_MeshBufferObjectCollection, iRenderOrder);
}
Пример #2
0
// renders visible wallmarks of specified pass type (pre or post, which is relevant in deferred context)
void VWallmarkManager::RenderProjectedWallmarks(VPassType_e ePassType)
{
  INSERT_PERF_MARKER_SCOPE("Wallmark Rendering (VWallmarkManager::RenderProjectedWallmarks)");

  const int iWallmarkCount = m_AllProjectedWallmarks.Count();
  IVisVisibilityCollector_cl *pVisCollector = Vision::Contexts.GetCurrentContext()->GetVisibilityCollector();
  if (!pVisCollector || !iWallmarkCount)
    return;

  const VisStaticGeometryInstanceCollection_cl *pGeoInstances = pVisCollector->GetVisibleStaticGeometryInstances();

  VisStaticGeometryInstance_cl::ResetTags();
  pGeoInstances->TagEntries();
  VisStaticGeometryInstanceCollection_cl &targetGiCollection = m_TempGeoInstanceCollection;

  VisRenderContext_cl *pContext = Vision::Contexts.GetCurrentContext();
  VisRenderContext_cl *pLODContext = pContext->GetLODReferenceContext();
  hkvVec3 vLODPos = pLODContext ? pLODContext->GetCamera()->GetPosition() : pContext->GetCamera()->GetPosition();

  unsigned int iContextFilter = pContext->GetRenderFilterMask();
  const VisFrustum_cl *pFrustum = pVisCollector->GetBaseFrustum();

  int i;
  for (i=0;i<iWallmarkCount;i++)
  {
    VProjectedWallmark *pProjWallmark = m_AllProjectedWallmarks.GetAt(i);
    if ((pProjWallmark->GetVisibleBitmask() & iContextFilter)==0 || (ePassType & pProjWallmark->m_ePassType) == 0)
      continue;
    pProjWallmark->PrepareForRendering();
    const VisStaticGeometryInstanceCollection_cl &wmGiList = pProjWallmark->GetStaticGeometryCollection();  

#ifdef HK_DEBUG
    const int iNum = wmGiList.GetNumEntries();
    for (int j=0;j<iNum;j++)
    {
      VisStaticGeometryInstance_cl *pInst = wmGiList.GetEntry(j);
      VASSERT_MSG(pInst && (pInst->GetGeometryType()==STATIC_GEOMETRY_TYPE_MESHINSTANCE || pInst->GetGeometryType()==STATIC_GEOMETRY_TYPE_TERRAIN), "The wallmark conains invalid primitive references")
    }
#endif

    // clip against its bounding box (primitive visibility might overestimate visible parts)
    const hkvAlignedBBox &bbox = pProjWallmark->GetBoundingBox();
    if (pProjWallmark->m_fFarClipDistance>0.f && pProjWallmark->m_fFarClipDistance<bbox.getDistanceTo(vLODPos))
      continue;
    if (pFrustum && !pFrustum->Overlaps(bbox))
      continue;

    const int iGeomFilter = pProjWallmark->GetGeometryTypeFilterMask();
    if (iGeomFilter&PROJECTOR_AFFECTS_STATICMESHES)
    {
      // standard geometry
      targetGiCollection.Clear();
      wmGiList.GetTaggedEntriesOfType(targetGiCollection,STATIC_GEOMETRY_TYPE_MESHINSTANCE);
      if (targetGiCollection.GetNumEntries())
      {
        // render the static geometry instances using lightmapped or non-lightmapped shader
        VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_MESHINSTANCE);
        Vision::RenderLoopHelper.RenderStaticGeometryWithShader(targetGiCollection, *pShader);
      }
    }

    if (iGeomFilter&PROJECTOR_AFFECTS_TERRAIN)
    {
      // terrain geometry (different shader)
      targetGiCollection.Clear();
      wmGiList.GetTaggedEntriesOfType(targetGiCollection,STATIC_GEOMETRY_TYPE_TERRAIN);
      if (targetGiCollection.GetNumEntries()>0)
      {
        // render the static geometry instances using lightmapped or non-lightmapped shader
        VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_TERRAIN);
        if (pShader)
          Vision::RenderLoopHelper.RenderStaticGeometryWithShader(targetGiCollection, *pShader);
      }
    }

    // entities
    if (iGeomFilter&PROJECTOR_AFFECTS_ENTITIES)
    {
      const VisEntityCollection_cl *pVisibleEntities = pVisCollector->GetVisibleEntities();
      const unsigned int iInfluenceMask = pProjWallmark->GetInfluenceBitmask();
      m_TempEntityCollection.Clear();
      const int iEntCount = pVisibleEntities->GetNumEntries();
      for (int j=0;j<iEntCount;j++)
      {
        VisBaseEntity_cl *pEntity = pVisibleEntities->GetEntry(j);
        if (pEntity==NULL || (pEntity->GetVisibleBitmask()&iInfluenceMask)==0)
          continue;
        const hkvAlignedBBox &entityBox(*pEntity->GetCurrentVisBoundingBoxPtr());
        if (!entityBox.overlaps(bbox))
          continue;
        m_TempEntityCollection.AppendEntry(pEntity);
      }
      if (m_TempEntityCollection.GetNumEntries()>0)
      {
        VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_MESHINSTANCE); // we can use this shader - VS skinning is used implicitly
        Vision::RenderLoopHelper.RenderEntitiesWithShader(m_TempEntityCollection, *pShader);
      }
    }

  }
}
Пример #3
0
void VCoronaManager::UpdateCoronas(int iCoronaUpdateFlags)
{
#ifdef SUPPORTS_CORONAS

  VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();

  if ((iCoronaUpdateFlags & VCUF_USE_OC_CONTEXT) > 0)
  {
    // Determine relevant render context and visibility collector
    IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector();
    if (!pVisCollector)
      return;
    VisRenderContext_cl *pOQContext = pVisCollector->GetOcclusionQueryRenderContext();
    if (pOQContext != NULL)
      pContext = pOQContext;
  }

  if (pContext == NULL)
    return;

  if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_USE_PIXELCOUNTER) == 0)
    return;

  if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_RENDER_CORONAS) == 0)
    return;

  // Get bitmask for this context.
  unsigned int iRenderFilterMask = pContext->GetRenderFilterMask();

  // get the collection of visible lights.
  IVisVisibilityCollector_cl* pVisCollector = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector();
  if (pVisCollector == NULL)
    return;

  VISION_PROFILE_FUNCTION(PROFILING_CORONA_UPDATE);

  // Get multi-sampling mode
  unsigned int iTexelsPerPixel = 1;
  VTextureObject* pDepthTex = pContext->GetDepthStencilTarget();
  if(pDepthTex == NULL)
  {
    // If no depth stencil target is available, we might work without a renderer node and we're in the main context
    if(Vision::Renderer.GetCurrentRendererNode() == NULL && pContext == VisRenderContext_cl::GetMainRenderContext())
    {
      // In this case get the multi-sampling type from the video config as it's used to set the actual backbuffer settings
      // where the main context will render to
      iTexelsPerPixel = hkvMath::Max(1, 1 << ((int)Vision::Video.GetCurrentConfig()->m_eMultiSample));     
    }  
  }
  else if (pDepthTex->GetTextureType() == VTextureLoader::Texture2D)
  {
    iTexelsPerPixel = hkvMath::Max(1u, ((VisRenderableTexture_cl*)pDepthTex)->GetConfig()->m_iMultiSampling);
  }
  
  const VisLightSrcCollection_cl* pVisibleLights = pVisCollector->GetVisibleLights();
  int iCandidates = 0;
  if (pVisibleLights != NULL)
    iCandidates = pVisibleLights->GetNumEntries();

  // Ensure size of coronas state structure.
  int iContextIndex = pContext->GetNumber();
  if (iContextIndex + 1 > m_State.GetSize())
    m_State.SetSize(iContextIndex + 1, -1);
  VCoronaRenderContextState& state = m_State[iContextIndex];
  int iCapacity = m_Instances.GetCapacity();
  state.EnsureSize(iCapacity);

  // Add visible lights with a lens flare component to the candidate list for this frame
  if ((iCoronaUpdateFlags & VCUF_ADD) > 0)
  {
    for (int iCandidate = 0; iCandidate < iCandidates; ++iCandidate)
    {
      VisLightSource_cl* pLight = pVisibleLights->GetEntry(iCandidate);
      if (pLight)
      {
        VCoronaComponent *pComponent = pLight->Components().GetComponentOfBaseType<VCoronaComponent>();
        if (pComponent != NULL && pComponent->IsEnabled() && !state.IsBitSet(pComponent->m_iIndex))
        {
          // The component is not in m_Candidates yet, so we check whether it is a valid candidate
          bool bIsLightOnScreen = pComponent->IsValidCandidate(pContext);

          if (bIsLightOnScreen)
          {
            state.SetBit(pComponent->m_iIndex);
            pContext->SetPixelCounterResult(pComponent->m_CoronaPixelCounter.GetNumber(), 0);
            state.m_Candidates.Append(pComponent);
          }
        }
      }
    }
  }
  

  // Forces the retrieval all pending queries.
  pContext->FetchPixelCounterTestResults( (iCoronaUpdateFlags & VCUF_FORCE_FETCH) > 0 );
   
  
  // Retrieve Queries and update status of lens flares
  if ((iCoronaUpdateFlags & VCUF_UPDATE) > 0)
  {
    for (int i=0; i < state.m_Candidates.GetSize(); ++i)
    {
      VCoronaCandidate& coronaCandidate = state.m_Candidates.ElementAt(i);
      VCoronaComponent* pCorona = coronaCandidate.m_pCorona;
      if (!pCorona || !pCorona->IsEnabled())
        continue;

      if (pCorona->GetOwner())
      {
        // Retrieve occlusion results of the last query
        unsigned int iElementIndex = pCorona->m_CoronaPixelCounter.GetNumber();
        bool bRes = !pContext->IsPixelCounterQueryInProgress(iElementIndex);

        // Reschedule query if the old on could be retrieved or if a teleport forces us to re-query everything.
        if (bRes | ((iCoronaUpdateFlags & VCUF_FORCE_SCHEDULE) > 0) )
          pContext->SchedulePixelCounterTest(iElementIndex);

        unsigned int iDrawnPixels = pContext->GetPixelCounterResult(iElementIndex) / iTexelsPerPixel;

        float fVisibility = (float)iDrawnPixels / ((int)pCorona->QueryRadius * (int)pCorona->QueryRadius * 4);

        // ATI fix for random insanely high return values.
        if (iDrawnPixels > ((unsigned int)pCorona->QueryRadius * 2 + 1) * ((unsigned int)pCorona->QueryRadius * 2 + 1))
        {
          fVisibility = coronaCandidate.m_fLastVisibilityQuery;
        }

        if ((iCoronaUpdateFlags & VCUF_FORCE_FETCH) > 0)
        {
          // Force lens flare visibility to the current query value.
          coronaCandidate.m_fCurrentVisibility = fVisibility;
          coronaCandidate.m_fLastVisibilityQuery = fVisibility;
          pCorona->UpdateVisibility(coronaCandidate.m_fLastVisibilityQuery, coronaCandidate.m_fCurrentVisibility);
        }
        else if (!m_bTeleportedLastFrame)
        {
          coronaCandidate.m_fLastVisibilityQuery = fVisibility;
          pCorona->UpdateVisibility(coronaCandidate.m_fLastVisibilityQuery, coronaCandidate.m_fCurrentVisibility);
        }
        else
        {
          // if we were teleported, the last frame's query results must be invalidated
          coronaCandidate.m_fCurrentVisibility = 0.0f;
          coronaCandidate.m_fLastVisibilityQuery = 0.0f;
        }
      }
    }
  }
  
  // Removes coronas that are outside the frustum and no longer visible.
  if ((iCoronaUpdateFlags & VCUF_REMOVE) > 0)
  {
    for (int i=0; i < state.m_Candidates.GetSize();)
    {
      VCoronaCandidate& coronaCandidate = state.m_Candidates.ElementAt(i);
      VCoronaComponent* pCorona = coronaCandidate.m_pCorona;

      unsigned int iElementIndex = pCorona->m_CoronaPixelCounter.GetNumber();
      // If the visibility reached zero and the corona is no longer potentially visible it is removed from the list
      if (!pCorona->IsEnabled() || !pCorona->GetOwner()
        || (pCorona->GetVisibleBitmask() & iRenderFilterMask) == 0
        || (((VisLightSource_cl*)pCorona->GetOwner())->GetVisibleBitmask() & iRenderFilterMask) == 0
        || ( coronaCandidate.m_fCurrentVisibility == 0.0f && !pCorona->IsValidCandidate(pContext) ) )
      {
        state.RemoveBit(pCorona->m_iIndex);
        state.m_Candidates.SetAt(i, state.m_Candidates.GetAt(state.m_Candidates.GetSize()-1) );
        state.m_Candidates.RemoveAt(state.m_Candidates.GetSize() -1);
        // Reset cache to zero, so we don't see the lens flare once it enters the frustum again.
        pContext->SetPixelCounterResult(iElementIndex, 0);
      }
      else
      {
        ++i;
      }
    }
  }

#endif
}
void VFakeSpecularGenerator::OnDoRenderLoop(void *pUserData)
{
  VFrustumMeshHelper::UpdateMeshBuffer(m_spMeshBuffer, Vision::Contexts.GetCurrentContext(), VFrustumMeshHelper::IN_WORLD_SPACE);

  Vision::RenderLoopHelper.ClearScreen(VisRenderLoopHelper_cl::VCTF_All, VColorRef(0, 0, 0, 0));

  VisRenderContext_cl* pContext = Vision::Contexts.GetCurrentContext();

  const VisLightSrcCollection_cl* pLights = pContext->GetVisibilityCollector()->GetVisibleLights();

  Vision::RenderLoopHelper.BeginMeshRendering();
  Vision::RenderLoopHelper.ResetMeshStreams();
  Vision::RenderLoopHelper.AddMeshStreams(m_spMeshBuffer, m_spShader->GetStreamMask () | VERTEX_STREAM_INDEXBUFFER);
  for(unsigned int iLightIndex = 0; iLightIndex < pLights->GetNumEntries(); iLightIndex++)
  {
    VisLightSource_cl* pLight = pLights->GetEntry(iLightIndex);

    if((pLight->GetVisibleBitmask() & pContext->GetRenderFilterMask()) == 0)
      continue;

    if(!pLight->GetUseSpecular())
      continue;

    hkvVec4 vDirection;

    hkvVec3 vLightPositionRel = pLight->GetPosition() - pContext->GetCamera()->GetPosition();
    hkvVec3 vLightDirection = pLight->GetDirection();

    float fAttenuation = 1;
    switch(pLight->GetType())
    {
    case VIS_LIGHT_DIRECTED:
      vDirection = vLightDirection.getAsVec4(1.0f);
      break;

    case VIS_LIGHT_SPOTLIGHT:
      {
        vDirection = vLightDirection.getAsVec4(1.0f);

        float fAngle = vLightPositionRel.getAngleBetween(-vLightDirection);
        float fConeAngle = pLight->GetProjectionAngle();
        fAttenuation = hkvMath::clamp((fConeAngle - fAngle) / fConeAngle, 0.0f, 1.0f);

        float fDistance = vLightPositionRel.getLength();
        float fRadius = pLight->GetRadius();
        fAttenuation *= hkvMath::clamp((fRadius - fDistance) / fRadius, 0.0f, 1.0f);
      }
      break;

    case VIS_LIGHT_POINT:
      vDirection = (-vLightPositionRel).getNormalized().getAsVec4(1.0f);
      float fDistance = vLightPositionRel.getLength();
      float fRadius = pLight->GetRadius();
      fAttenuation = hkvMath::clamp((fRadius - fDistance) / fRadius, 0.0f, 1.0f);
      break;
    }

    hkvVec4 vColor = pLight->GetColor().getAsVec4() * pLight->GetMultiplier() * fAttenuation;

    hkvVec4 vParams(m_fSpecularPower, 0, 0, 0);

    m_spShader->GetConstantBuffer(VSS_PixelShader)->SetSingleParameterF("fLightDirection", vDirection.data);
    m_spShader->GetConstantBuffer(VSS_PixelShader)->SetSingleParameterF("fLightColor", vColor.data);
    m_spShader->GetConstantBuffer(VSS_PixelShader)->SetSingleParameterF("fParams", vParams.data);

    Vision::RenderLoopHelper.RenderMeshes(m_spShader, VisMeshBuffer_cl::MB_PRIMTYPE_INDEXED_TRILIST, 0, 2, 6);
  }
  Vision::RenderLoopHelper.EndMeshRendering();

  // Trigger pre-screenmask render hook to make the attached cubemap handle flip and blur the cubemap target
  VisRenderHookDataObject_cl data(&Vision::Callbacks.OnRenderHook, VRH_PRE_SCREENMASKS);
  Vision::Callbacks.OnRenderHook.TriggerCallbacks(&data);
}