// Simplified version of dynamic light rendering for mirrors void MirrorRenderLoop_cl::DrawDynamicLight() { INSERT_PERF_MARKER_SCOPE("MirrorRenderLoop_cl::DrawDynamicLight"); // Some local variables for storing surfaces, shaders, surface shaders, and the like. VisDrawCallInfo_t SurfaceShaderList[RLP_MAX_ENTITY_SURFACESHADERS]; VCompiledTechnique *pTechnique = NULL; VisMirror_cl::VReflectionShaderSets_e shaderMode = m_pMirror->m_eReflectionShaderMode; // Get all visible light sources IVisVisibilityCollector_cl *pVisColl = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector(); if (pVisColl == NULL) return; const VisLightSrcCollection_cl *pLightSourceCollection = pVisColl->GetVisibleLights(); unsigned int i; unsigned int iNumLights = pLightSourceCollection->GetNumEntries(); if (iNumLights == 0) return; // Set depth-stencil state VisRenderStates_cl::SetDepthStencilState(m_dynLightDefaultState); // For all visible lights... for (i=0; i<iNumLights; i++) { VisLightSource_cl *pLight = pLightSourceCollection->GetEntry(i); // We're only interested in dynamic lights if (!pLight->IsDynamic()) continue; // Clear the collections of geo instances and entities, since we want to build them from scratch for each light s_LitEntityCollection.Clear(); s_LitGeoInstanceCollection.Clear(); // See which geometry types have to cast shadows int iReceiverFlags = GetLightReceiverFlags(pLight); // If nothing receives light from this light source, we can proceed to the next light. if (!iReceiverFlags) continue; // ***************** Create lists of illuminated scene elements ***************** // If no shadows are cast, we simply illuminate all visible geometry within the range (spherical) of the light. VisEntityCollection_cl *pEntColl = NULL; if (iReceiverFlags & VIS_LIGHTSRCVIS_MODELS) pEntColl = &s_LitEntityCollection; VisStaticGeometryInstanceCollection_cl *pGeoInstanceColl = NULL; if (iReceiverFlags & VIS_LIGHTSRCVIS_PRIMITIVES) { pGeoInstanceColl = &s_LitGeoInstanceCollection; } Vision::RenderLoopHelper.GetVisibleGeometryInLightsourceRange(pGeoInstanceColl, pEntColl, NULL, *pLight); // For all illuminated entities: Render a dynamic lighting pass now. if (pLight->GetLightInfluenceBitMaskEntity()) { int j; int iNumLitEntities = s_LitEntityCollection.GetNumEntries(); Vision::RenderLoopHelper.BeginEntityRendering(); for (j=0; j<iNumLitEntities; j++) { VisBaseEntity_cl *pEntity = s_LitEntityCollection.GetEntry(j); // Ignore foreground entities (they don't trivially support additive lighting) if (pEntity->IsObjectAlwaysInForegroundEnabled()) continue; if (!(pEntity->GetLightInfluenceBitMask() & pLight->GetLightInfluenceBitMaskEntity())) continue; if (!pVisColl->IsEntityVisible(pEntity)) continue; VDynamicMesh *pMesh = pEntity->GetMesh(); // Get list of all the surfaces in the model int iNumSubmeshes = pMesh->GetSubmeshCount(); int iNumSurfaceShaders = 0; VisSurface_cl **ppSurfaceArray = pEntity->GetSurfaceArray(); // For all the surfaces... for (int k=0; k<iNumSubmeshes; k++) { VDynamicSubmesh *pSubmesh = pMesh->GetSubmesh(k); VASSERT(pSubmesh != NULL); VisSurface_cl* pSurface = &m_dummySurface; VisSurface_cl* pMeshSurface = pSubmesh->m_pSurface; VASSERT(pMeshSurface != NULL); bool bHasManualTemplateShaderAssignment = pMeshSurface->GetShaderMode() == VisSurface_cl::VSM_Template && pMeshSurface->GetMaterialTemplate() != NULL && pMeshSurface->GetMaterialTemplate()->HasManualAssignment(); if (shaderMode == VisMirror_cl::AlwaysSurfaceShaders || (shaderMode == VisMirror_cl::SimpleForAUTO && ( (pMeshSurface->GetShaderMode() == VisSurface_cl::VSM_Manual) || bHasManualTemplateShaderAssignment) ) ) { pSurface = ppSurfaceArray[pSubmesh->m_iMaterialIndex]; // use the real surface } pTechnique = Vision::GetApplication()->GetShaderProvider()->GetDynamicLightShader(pLight, pSurface, true); if (pTechnique==NULL) continue; 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); } Vision::RenderLoopHelper.EndEntityRendering(); } // For all illuminated world primitives: Render a dynamic lighting pass now if (pLight->GetLightInfluenceBitMaskWorld() > 0) { // For all illuminated static geometry instances: Render a dynamic lighting pass now. int iNumLitGeoInstances = s_LitGeoInstanceCollection.GetNumEntries(); s_RenderGeoInstanceCollection.Clear(); // Render illuminated geometry instances. for (int j=0; j < iNumLitGeoInstances; j++) { VisStaticGeometryInstance_cl *pGI = s_LitGeoInstanceCollection.GetEntry(j); if (pGI->GetSurface()==NULL || pGI->GetSurface()->IsFullbright()) continue; // We have to append the primitive to our collection s_RenderGeoInstanceCollection.AppendEntry(pGI); } // render the collection const int iLitGeoCount = s_RenderGeoInstanceCollection.GetNumEntries(); if (iLitGeoCount > 0) { VCompiledTechnique *pLastTech = NULL; VisSurface_cl* pLastSurface = NULL; m_CustomGeoInstances.EnsureSize(iLitGeoCount); m_CustomGeoInstances.Clear(); for (int j=0; j < iLitGeoCount; j++) { VisStaticGeometryInstance_cl *pGI = s_RenderGeoInstanceCollection.GetEntry(j); GetLightShader (pLight, pGI, m_pMirror->m_eReflectionShaderMode, pLastSurface, pLastTech, pLastSurface, pTechnique); // The current technique has changed, so we have to render the previously gathered geometry. if (pLastTech != pTechnique) { if ((m_CustomGeoInstances.GetNumEntries() > 0) && (pLastTech != NULL) && (pLastTech->GetShaderCount() > 0)) { Vision::RenderLoopHelper.RenderStaticGeometryWithShader(m_CustomGeoInstances, *pLastTech->m_Shaders.GetAt(0) ); m_CustomGeoInstances.Clear(); } pLastTech = pTechnique; } m_CustomGeoInstances.AppendEntryFast(pGI); } // Render remaining geometry if ((m_CustomGeoInstances.GetNumEntries() > 0) && (pLastTech != NULL) && (pLastTech->GetShaderCount() > 0)) { Vision::RenderLoopHelper.RenderStaticGeometryWithShader(m_CustomGeoInstances, *pTechnique->m_Shaders.GetAt(0) ); } s_RenderGeoInstanceCollection.Clear(); } } } // Restore default render state VisRenderStates_cl::SetDepthStencilState(*VisRenderStates_cl::GetDepthStencilDefaultState()); }
void VTerrainDecorationEntityModel::ReapplyShaders() { m_spVegetationShaders = NULL; // set default material to vegetation (when AUTO mode is used): if (m_spMesh!=NULL) { #if defined( HK_ANARCHY ) const BOOL bUseDeferred = FALSE; #else const BOOL bUseDeferred = Vision::Renderer.IsRendererNodeOfType(V_RUNTIME_CLASS(VDeferredRenderingSystem)); #endif int iSubmeshCount = m_spMesh->GetSubmeshCount(); for (int i=0;i<iSubmeshCount;i++) { VCompiledEffect *pVegetationFX = NULL; VBaseSubmesh *pSubmesh = m_spMesh->GetSubmesh(i); VisSurface_cl *pSurf = pSubmesh->GetSurface(); if (m_spVegetationShaders==NULL) m_spVegetationShaders = new VisShaderSet_cl(); if (pSurf->GetShaderMode()==VisSurface_cl::VSM_Auto) { char szParamStr[1024]; const hkvAlignedBBox &bbox = m_spMesh->GetBoundingBox(); float fBaseZ = bbox.isValid() ? -bbox.m_vMin.z : 0.f; sprintf(szParamStr,"MaterialParams=%.4f,%.4f,%.4f,%.4f;AlphaThreshold=%.3f;fBaseZ=%.2f", pSurf->GetSpecularMultiplier(), pSurf->GetSpecularExponent(), pSurf->GetParallaxScale (), pSurf->GetParallaxBias (), pSurf->GetAlphaTestThreshold(),fBaseZ ); if (bUseDeferred) { if (Vision::RenderLoopHelper.GetLightGrid()!=NULL) { VShaderEffectLib *pLib = Vision::Shaders.LoadShaderLibrary("\\Shaders\\DeferredShadingVegetationLG.ShaderLib", SHADERLIBFLAG_HIDDEN); pVegetationFX = Vision::Shaders.CreateEffect("DeferredVegetation_Wind_LG",szParamStr,EFFECTCREATEFLAG_NONE,pLib); } else { VShaderEffectLib *pLib = Vision::Shaders.LoadShaderLibrary("\\Shaders\\DeferredShadingVegetation.ShaderLib", SHADERLIBFLAG_HIDDEN); pVegetationFX = Vision::Shaders.CreateEffect("DeferredVegetation_Wind",szParamStr,EFFECTCREATEFLAG_NONE,pLib); } } else { BOOL bRes = Vision::Shaders.LoadShaderLibrary("\\Shaders\\TerrainVegetation.ShaderLib", SHADERLIBFLAG_HIDDEN) != NULL; if (pSurf->m_spNormalMap!=NULL) { if (pSurf->m_spSpecularMap!=NULL) pVegetationFX = Vision::Shaders.CreateEffect("VegetationNrmlSpec_Wind",szParamStr); else pVegetationFX = Vision::Shaders.CreateEffect("VegetationNrml_Wind",szParamStr); } else pVegetationFX = Vision::Shaders.CreateEffect("Vegetation_Wind",szParamStr); } } if (pVegetationFX==NULL) pVegetationFX = pSurf->GetEffect(); else { pSurf->SetEffect(pVegetationFX); // sets up depth technique etc. pSurf->SetShaderMode(VisSurface_cl::VSM_Auto); } if (pSurf->GetTechnique()) m_spVegetationShaders->Add(pSubmesh, pSurf, pSurf->GetTechnique()); } } if (m_spVegetationShaders==NULL) m_spVegetationShaders = m_spMesh->GetShaderSet(); // no clone // supports instancing at all? #if defined (WIN32) m_spInstancingTech = NULL; m_spInstancingTechShadow = NULL; m_spInstancingTechIRPrePass = NULL; m_spInstancingTechIRMainPass = NULL; if (Vision::Renderer.SupportsInstancing() && m_bValidState && m_spVegetationShaders->Count()==1) { const VisDrawCallInfo_t &drawCall(m_spVegetationShaders->GetDrawCallList()[0]); VisSurface_cl *pMat = drawCall.GetSurface(); bool bAnyInstancingShader = false; VCompiledEffect *pFX = pMat->m_spCurrentEffect; if (pFX) // checks whether the assigned shader effect holds an instancing version { VTechniqueConfig cfg; #ifdef _VR_DX10 if ((Vision::Renderer.GetRendererNode ()) && (Vision::Renderer.GetRendererNode ()->GetMultisampleMode() != VVIDEO_MULTISAMPLE_OFF)) cfg.SetInclusionTags("Instancing;MSAA"); else #endif cfg.SetInclusionTags("Instancing"); m_spInstancingTech = pFX->FindCompatibleTechnique(&cfg, Vision::Shaders.GetGlobalTechniqueConfig()); if (m_spInstancingTech!=NULL && m_spInstancingTech->GetShaderCount()==1) bAnyInstancingShader = true; // shadowmap instancing? VTechniqueConfig cfg_shadow("Instancing;SpecificShadowmapFill",NULL); m_spInstancingTechShadow = pFX->FindCompatibleTechnique(&cfg_shadow, Vision::Shaders.GetGlobalTechniqueConfig()); if (m_spInstancingTechShadow!=NULL && m_spInstancingTechShadow->GetShaderCount()==1) bAnyInstancingShader = true; } if (bAnyInstancingShader) { VisMBVertexDescriptor_t desc; int iIndexCount = m_spMesh->GetMeshBuffer()->GetIndexCount(); VVertexBuffer* pVB = m_spMesh->GetMeshBuffer()->GetVertexBuffer(); m_spMesh->GetMeshBuffer()->GetVertexDescriptor(desc); VIndexBuffer* pIB = m_spMesh->GetMeshBuffer()->GetIndexBuffer(); m_spModelMesh = new VisMeshBuffer_cl(); m_spModelMesh->SetVertexBuffer(pVB,desc,m_spMesh->GetNumOfVertices(),VIS_MEMUSAGE_STATIC, 0); m_spModelMesh->SetIndexBuffer(pIB,iIndexCount,pIB->GetUsageFlags(), 0); m_spModelMesh->SetPrimitiveCount(iIndexCount/3); m_spModelMesh->SetPrimitiveType(VisMeshBuffer_cl::MB_PRIMTYPE_INDEXED_TRILIST); #ifdef HK_DEBUG m_spModelMesh->SetFilename("<TerrainDecorationEntity>"); #endif m_iModelStreams = m_spModelMesh->GetStreamMask() & (m_spInstancingTech->GetShader(0)->GetStreamMask () | VERTEX_STREAM_INDEXBUFFER); } } #endif }