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https://github.com/JulianGro/overte.git
synced 2025-04-07 12:04:25 +02:00
fix shadows!!
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parent
6156495345
commit
204c7a7391
5 changed files with 20 additions and 93 deletions
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@ -97,8 +97,11 @@ void PolyLineEntityRenderer::buildPipelines() {
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}
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ItemKey PolyLineEntityRenderer::getKey() {
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// FIXME: implement isTransparent() for polylines and an opaque pipeline
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auto builder = ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getTagMask()).withLayer(getHifiRenderLayer());
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auto builder = ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(getTagMask()).withLayer(getHifiRenderLayer());
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if (isTransparent()) {
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builder.withTransparent();
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}
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if (_cullWithParent) {
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builder.withSubMetaCulled();
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@ -61,12 +61,12 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
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const auto currentKeyLight = setupOutput.getN<RenderShadowSetup::Output>(4);
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// Fetch and cull the items from the scene
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static const auto shadowCasterReceiverFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask);
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static const auto shadowCasterReceiverFilter = ItemFilter::Builder::visibleWorldItems().withOpaque().withoutLayered().withTagBits(tagBits, tagMask);
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const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterReceiverFilter, queryResolution).asVarying();
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const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowTree", fetchInput);
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const auto selectionInputs = FilterSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying();
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const auto shadowItems = task.addJob<FilterSpatialSelection>("FilterShadowSelection", selectionInputs);
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const auto selectionInputs = CullSpatialSelection::Inputs(shadowSelection, shadowCasterReceiverFilter).asVarying();
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const auto shadowItems = task.addJob<CullSpatialSelection>("FilterShadowSelection", selectionInputs, nullptr, true, RenderDetails::SHADOW);
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// Cull objects that are not visible in camera view. Hopefully the cull functor only performs LOD culling, not
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// frustum culling or this will make shadow casters out of the camera frustum disappear.
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@ -172,7 +172,7 @@ void FetchSpatialTree::run(const RenderContextPointer& renderContext, const Inpu
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void CullSpatialSelection::configure(const Config& config) {
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_justFrozeFrustum = _justFrozeFrustum || (config.freezeFrustum && !_freezeFrustum);
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_freezeFrustum = config.freezeFrustum;
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_skipCulling = config.skipCulling;
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_overrideSkipCulling = config.skipCulling;
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}
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void CullSpatialSelection::run(const RenderContextPointer& renderContext,
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@ -209,7 +209,7 @@ void CullSpatialSelection::run(const RenderContextPointer& renderContext,
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// filter individually against the _filter
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// visibility cull if partially selected ( octree cell contianing it was partial)
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// distance cull if was a subcell item ( octree cell is way bigger than the item bound itself, so now need to test per item)
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if (_skipCulling) {
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if (_skipCulling || _overrideSkipCulling) {
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// inside & fit items: filter only, culling is disabled
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{
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PerformanceTimer perfTimer("insideFitItems");
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@ -444,69 +444,3 @@ void ApplyCullFunctorOnItemBounds::run(const RenderContextPointer& renderContext
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args->popViewFrustum();
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}
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}
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void FilterSpatialSelection::run(const RenderContextPointer& renderContext,
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const Inputs& inputs, ItemBounds& outItems) {
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assert(renderContext->args);
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auto& scene = renderContext->_scene;
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auto& inSelection = inputs.get0();
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// Now we have a selection of items to render
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outItems.clear();
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outItems.reserve(inSelection.numItems());
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const auto filter = inputs.get1();
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if (!filter.selectsNothing()) {
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// Now get the bound, and
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// filter individually against the _filter
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// inside & fit items: filter only
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{
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PerformanceTimer perfTimer("insideFitItems");
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for (auto id : inSelection.insideItems) {
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auto& item = scene->getItem(id);
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if (filter.test(item.getKey())) {
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ItemBound itemBound(id, item.getBound());
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outItems.emplace_back(itemBound);
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}
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}
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}
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// inside & subcell items: filter only
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{
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PerformanceTimer perfTimer("insideSmallItems");
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for (auto id : inSelection.insideSubcellItems) {
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auto& item = scene->getItem(id);
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if (filter.test(item.getKey())) {
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ItemBound itemBound(id, item.getBound());
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outItems.emplace_back(itemBound);
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}
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}
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}
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// partial & fit items: filter only
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{
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PerformanceTimer perfTimer("partialFitItems");
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for (auto id : inSelection.partialItems) {
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auto& item = scene->getItem(id);
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if (filter.test(item.getKey())) {
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ItemBound itemBound(id, item.getBound());
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outItems.emplace_back(itemBound);
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}
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}
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}
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// partial & subcell items: filter only
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{
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PerformanceTimer perfTimer("partialSmallItems");
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for (auto id : inSelection.partialSubcellItems) {
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auto& item = scene->getItem(id);
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if (filter.test(item.getKey())) {
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ItemBound itemBound(id, item.getBound());
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outItems.emplace_back(itemBound);
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}
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}
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}
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}
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}
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@ -100,26 +100,25 @@ namespace render {
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};
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class CullSpatialSelection {
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bool _freezeFrustum{ false }; // initialized by Config
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bool _justFrozeFrustum{ false };
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bool _skipCulling{ false };
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ViewFrustum _frozenFrustum;
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public:
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using Config = CullSpatialSelectionConfig;
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using Inputs = render::VaryingSet2<ItemSpatialTree::ItemSelection, ItemFilter>;
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using JobModel = Job::ModelIO<CullSpatialSelection, Inputs, ItemBounds, Config>;
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CullSpatialSelection(CullFunctor cullFunctor, RenderDetails::Type type) :
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_cullFunctor{ cullFunctor },
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CullSpatialSelection(CullFunctor cullFunctor, bool skipCulling, RenderDetails::Type type) :
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_cullFunctor(cullFunctor),
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_skipCulling(skipCulling),
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_detailType(type) {}
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CullSpatialSelection(CullFunctor cullFunctor) :
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_cullFunctor{ cullFunctor } {
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}
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CullFunctor _cullFunctor;
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bool _skipCulling { false };
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RenderDetails::Type _detailType{ RenderDetails::OTHER };
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bool _freezeFrustum { false }; // initialized by Config
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bool _justFrozeFrustum { false };
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bool _overrideSkipCulling { false };
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ViewFrustum _frozenFrustum;
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void configure(const Config& config);
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void run(const RenderContextPointer& renderContext, const Inputs& inputs, ItemBounds& outItems);
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};
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@ -147,15 +146,6 @@ namespace render {
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};
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class FilterSpatialSelection {
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public:
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using Inputs = render::VaryingSet2<ItemSpatialTree::ItemSelection, ItemFilter>;
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using JobModel = Job::ModelIO<FilterSpatialSelection, Inputs, ItemBounds>;
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FilterSpatialSelection() {}
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void run(const RenderContextPointer& renderContext, const Inputs& inputs, ItemBounds& outItems);
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};
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class ApplyCullFunctorOnItemBounds {
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public:
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using Inputs = render::VaryingSet2<ItemBounds, ViewFrustumPointer>;
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@ -27,7 +27,7 @@ void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varyin
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const auto fetchInput = FetchSpatialTree::Inputs(filter, glm::ivec2(0,0)).asVarying();
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const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", fetchInput);
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const auto cullInputs = CullSpatialSelection::Inputs(spatialSelection, spatialFilter).asVarying();
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const auto culledSpatialSelection = task.addJob<CullSpatialSelection>("CullSceneSelection", cullInputs, cullFunctor, RenderDetails::ITEM);
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const auto culledSpatialSelection = task.addJob<CullSpatialSelection>("CullSceneSelection", cullInputs, cullFunctor, false, RenderDetails::ITEM);
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// Layered objects are not culled
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const ItemFilter layeredFilter = ItemFilter::Builder::visibleWorldItems().withTagBits(tagBits, tagMask);
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