8c21ec9352
added sprite test; refactors;
170 lines
5.7 KiB
C++
170 lines
5.7 KiB
C++
#include "RenderPath3D_Forward.h"
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#include "wiRenderer.h"
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#include "wiImage.h"
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#include "wiHelper.h"
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#include "wiProfiler.h"
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#include "wiTextureHelper.h"
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using namespace wiGraphicsTypes;
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RenderPath3D_Forward::RenderPath3D_Forward()
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{
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RenderPath3D::setProperties();
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setSSREnabled(false);
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setSSAOEnabled(false);
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setShadowsEnabled(false);
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}
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RenderPath3D_Forward::~RenderPath3D_Forward()
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{
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}
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wiRenderTarget RenderPath3D_Forward::rtMain;
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void RenderPath3D_Forward::ResizeBuffers()
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{
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RenderPath3D::ResizeBuffers();
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FORMAT defaultTextureFormat = wiRenderer::GetDevice()->GetBackBufferFormat();
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// Protect against multiple buffer resizes when there is no change!
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static UINT lastBufferResWidth = 0, lastBufferResHeight = 0, lastBufferMSAA = 0;
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static FORMAT lastBufferFormat = FORMAT_UNKNOWN;
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if (lastBufferResWidth == wiRenderer::GetInternalResolution().x &&
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lastBufferResHeight == wiRenderer::GetInternalResolution().y &&
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lastBufferMSAA == getMSAASampleCount() &&
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lastBufferFormat == defaultTextureFormat)
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{
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return;
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}
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else
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{
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lastBufferResWidth = wiRenderer::GetInternalResolution().x;
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lastBufferResHeight = wiRenderer::GetInternalResolution().y;
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lastBufferMSAA = getMSAASampleCount();
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lastBufferFormat = defaultTextureFormat;
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}
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rtMain.Initialize(wiRenderer::GetInternalResolution().x, wiRenderer::GetInternalResolution().y, true, wiRenderer::RTFormat_hdr, 1, getMSAASampleCount(), false);
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rtMain.Add(wiRenderer::RTFormat_gbuffer_1); // thin gbuffer
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}
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void RenderPath3D_Forward::Initialize()
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{
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ResizeBuffers();
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RenderPath3D::Initialize();
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}
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void RenderPath3D_Forward::Load()
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{
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RenderPath3D::Load();
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}
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void RenderPath3D_Forward::Start()
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{
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RenderPath3D::Start();
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}
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void RenderPath3D_Forward::Render()
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{
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RenderFrameSetUp(GRAPHICSTHREAD_IMMEDIATE);
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RenderShadows(GRAPHICSTHREAD_IMMEDIATE);
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RenderReflections(GRAPHICSTHREAD_IMMEDIATE);
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RenderScene(GRAPHICSTHREAD_IMMEDIATE);
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RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_IMMEDIATE);
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RenderComposition(rtMain, rtMain, GRAPHICSTHREAD_IMMEDIATE);
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RenderPath2D::Render();
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}
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void RenderPath3D_Forward::RenderScene(GRAPHICSTHREAD threadID)
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{
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wiProfiler::BeginRange("Opaque Scene", wiProfiler::DOMAIN_GPU, threadID);
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wiRenderer::UpdateCameraCB(wiRenderer::GetCamera(), threadID);
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GPUResource* dsv[] = { rtMain.depth->GetTexture() };
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wiRenderer::GetDevice()->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_DEPTH_READ, RESOURCE_STATE_DEPTH_WRITE, threadID);
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wiImageParams fx((float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y);
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rtMain.Activate(threadID, 0, 0, 0, 0);
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{
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wiRenderer::GetDevice()->BindResource(PS, getReflectionsEnabled() ? rtReflection.GetTexture() : wiTextureHelper::getTransparent(), TEXSLOT_RENDERABLECOMPONENT_REFLECTION, threadID);
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wiRenderer::GetDevice()->BindResource(PS, getSSAOEnabled() ? rtSSAO.back().GetTexture() : wiTextureHelper::getWhite(), TEXSLOT_RENDERABLECOMPONENT_SSAO, threadID);
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wiRenderer::GetDevice()->BindResource(PS, getSSREnabled() ? rtSSR.GetTexture() : wiTextureHelper::getTransparent(), TEXSLOT_RENDERABLECOMPONENT_SSR, threadID);
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wiRenderer::DrawScene(wiRenderer::GetCamera(), getTessellationEnabled(), threadID, SHADERTYPE_FORWARD, getHairParticlesEnabled(), true, getLayerMask());
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wiRenderer::DrawSky(threadID);
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}
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rtMain.Deactivate(threadID);
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wiRenderer::BindGBufferTextures(rtMain.GetTextureResolvedMSAA(threadID, 0), rtMain.GetTextureResolvedMSAA(threadID, 1), nullptr, nullptr, nullptr, threadID);
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wiRenderer::GetDevice()->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_DEPTH_WRITE, RESOURCE_STATE_COPY_SOURCE, threadID);
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dtDepthCopy.CopyFrom(*rtMain.depth, threadID);
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wiRenderer::GetDevice()->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_COPY_SOURCE, RESOURCE_STATE_DEPTH_READ, threadID);
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rtLinearDepth.Activate(threadID); {
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fx.blendFlag = BLENDMODE_OPAQUE;
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fx.sampleFlag = SAMPLEMODE_CLAMP;
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fx.quality = QUALITY_NEAREST;
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fx.process.setLinDepth();
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wiImage::Draw(dtDepthCopy.GetTextureResolvedMSAA(threadID), fx, threadID);
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fx.process.clear();
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}
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rtLinearDepth.Deactivate(threadID);
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wiRenderer::BindDepthTextures(dtDepthCopy.GetTextureResolvedMSAA(threadID), rtLinearDepth.GetTexture(), threadID);
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if (getSSAOEnabled()) {
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wiRenderer::GetDevice()->UnbindResources(TEXSLOT_RENDERABLECOMPONENT_SSAO, 1, threadID);
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wiRenderer::GetDevice()->EventBegin("SSAO", threadID);
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fx.stencilRef = STENCILREF_DEFAULT;
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fx.stencilComp = STENCILMODE_LESS;
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rtSSAO[0].Activate(threadID); {
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fx.process.setSSAO();
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fx.setMaskMap(wiTextureHelper::getRandom64x64());
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fx.quality = QUALITY_BILINEAR;
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fx.sampleFlag = SAMPLEMODE_MIRROR;
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wiImage::Draw(nullptr, fx, threadID);
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fx.process.clear();
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}
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rtSSAO[1].Activate(threadID); {
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fx.process.setBlur(XMFLOAT2(getSSAOBlur(), 0));
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fx.blendFlag = BLENDMODE_OPAQUE;
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wiImage::Draw(rtSSAO[0].GetTexture(), fx, threadID);
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}
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rtSSAO[2].Activate(threadID); {
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fx.process.setBlur(XMFLOAT2(0, getSSAOBlur()));
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fx.blendFlag = BLENDMODE_OPAQUE;
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wiImage::Draw(rtSSAO[1].GetTexture(), fx, threadID);
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fx.process.clear();
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}
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fx.stencilRef = 0;
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fx.stencilComp = STENCILMODE_DISABLED;
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wiRenderer::GetDevice()->EventEnd(threadID);
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}
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if (getSSREnabled()) {
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wiRenderer::GetDevice()->UnbindResources(TEXSLOT_RENDERABLECOMPONENT_SSR, 1, threadID);
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wiRenderer::GetDevice()->EventBegin("SSR", threadID);
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rtSSR.Activate(threadID); {
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fx.process.clear();
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fx.disableFullScreen();
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fx.process.setSSR();
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fx.setMaskMap(nullptr);
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wiImage::Draw(rtMain.GetTexture(), fx, threadID);
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fx.process.clear();
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}
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wiRenderer::GetDevice()->EventEnd(threadID);
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}
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wiProfiler::EndRange(threadID); // Opaque Scene
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}
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wiDepthTarget* RenderPath3D_Forward::GetDepthBuffer()
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{
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return rtMain.depth;
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}
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