Files
WickedEngine/WickedEngine/ForwardRenderableComponent.cpp
T
2016-06-26 17:14:55 +02:00

217 lines
6.8 KiB
C++

#include "ForwardRenderableComponent.h"
#include "wiRenderer.h"
#include "wiImage.h"
#include "wiImageEffects.h"
#include "wiHelper.h"
using namespace wiGraphicsTypes;
ForwardRenderableComponent::ForwardRenderableComponent(){
Renderable3DComponent::setProperties();
setSSREnabled(false);
setSSAOEnabled(false);
setShadowsEnabled(false);
setPreferredThreadingCount(0);
}
ForwardRenderableComponent::~ForwardRenderableComponent(){
}
void ForwardRenderableComponent::Initialize()
{
Renderable3DComponent::Initialize();
rtMain.Initialize(wiRenderer::GetDevice()->GetScreenWidth(), wiRenderer::GetDevice()->GetScreenHeight(), true);
Renderable2DComponent::Initialize();
}
void ForwardRenderableComponent::Load()
{
Renderable3DComponent::Load();
}
void ForwardRenderableComponent::Start()
{
Renderable3DComponent::Start();
}
void ForwardRenderableComponent::Render()
{
wiRenderer::UpdatePerFrameData();
if (getThreadingCount() > 1)
{
for (auto workerThread : workerThreads)
{
workerThread->wakeup();
}
for (auto workerThread : workerThreads)
{
workerThread->wait();
}
wiRenderer::GetDevice()->ExecuteDeferredContexts();
}
else
{
RenderFrameSetUp();
RenderShadows();
RenderReflections();
RenderScene();
RenderSecondaryScene(rtMain, rtMain);
RenderLightShafts(rtMain);
RenderComposition1(rtMain);
RenderBloom();
RenderComposition2(rtMain);
}
Renderable2DComponent::Render();
}
void ForwardRenderableComponent::RenderScene(GRAPHICSTHREAD threadID)
{
rtMain.Activate(threadID, 0, 0, 0, 0);
{
wiRenderer::SetClipPlane(XMFLOAT4(0, 0, 0, 0), threadID);
wiRenderer::DrawWorld(wiRenderer::getCamera(), false, 0, threadID
, false, SHADERTYPE_FORWARD
, nullptr, true);
wiRenderer::DrawSky(threadID);
}
rtLinearDepth.Activate(threadID); {
wiImageEffects fx;
fx.blendFlag = BLENDMODE_OPAQUE;
fx.sampleFlag = SAMPLEMODE_CLAMP;
fx.quality = QUALITY_NEAREST;
fx.process.setLinDepth(true);
//wiImage::BatchBegin(threadID);
wiImage::Draw(rtMain.depth->GetTexture(), fx, threadID);
}
rtLinearDepth.Deactivate(threadID);
dtDepthCopy.CopyFrom(*rtMain.depth, threadID);
wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), threadID);
}
void ForwardRenderableComponent::setPreferredThreadingCount(unsigned short value)
{
Renderable3DComponent::setPreferredThreadingCount(value);
if (!wiRenderer::GetDevice()->GetMultithreadingSupport())
{
if (value > 1)
wiHelper::messageBox("Multithreaded rendering not supported by your hardware! Falling back to single threading!", "Caution");
return;
}
switch (value) {
case 0:
case 1:
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_IMMEDIATE);
break;
case 2:
workerThreads.push_back(new wiTaskThread([&]
{
RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
}));
workerThreads.push_back(new wiTaskThread([&]
{
RenderShadows(GRAPHICSTHREAD_SCENE);
RenderScene(GRAPHICSTHREAD_SCENE);
RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_SCENE);
RenderLightShafts(rtMain, GRAPHICSTHREAD_SCENE);
RenderComposition1(rtMain, GRAPHICSTHREAD_SCENE);
RenderBloom(GRAPHICSTHREAD_SCENE);
RenderComposition2(rtMain, GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
}));
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->ExecuteDeferredContexts();
break;
case 3:
workerThreads.push_back(new wiTaskThread([&]
{
RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
}));
workerThreads.push_back(new wiTaskThread([&]
{
RenderShadows(GRAPHICSTHREAD_SCENE);
RenderScene(GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC1);
RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_MISC1);
RenderLightShafts(rtMain, GRAPHICSTHREAD_MISC1);
RenderComposition1(rtMain, GRAPHICSTHREAD_MISC1);
RenderBloom(GRAPHICSTHREAD_MISC1);
RenderComposition2(rtMain, GRAPHICSTHREAD_MISC1);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
}));
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_MISC1);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
wiRenderer::GetDevice()->ExecuteDeferredContexts();
break;
case 4:
default:
workerThreads.push_back(new wiTaskThread([&]
{
RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
}));
workerThreads.push_back(new wiTaskThread([&]
{
RenderShadows(GRAPHICSTHREAD_SCENE);
RenderScene(GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC1);
RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_MISC1);
RenderLightShafts(rtMain, GRAPHICSTHREAD_MISC1);
RenderComposition1(rtMain, GRAPHICSTHREAD_MISC1);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC2);
RenderBloom(GRAPHICSTHREAD_MISC2);
RenderComposition2(rtMain, GRAPHICSTHREAD_MISC2);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC2);
}));
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_MISC1);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
wiRenderer::RebindPersistentState(GRAPHICSTHREAD_MISC2);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC2);
wiRenderer::GetDevice()->ExecuteDeferredContexts();
break;
};
}