Files
WickedEngine/WickedEngine/ForwardRenderableComponent.cpp
T

288 lines
10 KiB
C++

#include "ForwardRenderableComponent.h"
#include "wiRenderer.h"
#include "wiImage.h"
#include "wiImageEffects.h"
#include "wiHelper.h"
#include "wiProfiler.h"
#include "wiTextureHelper.h"
using namespace wiGraphicsTypes;
ForwardRenderableComponent::ForwardRenderableComponent()
{
Renderable3DComponent::setProperties();
setSSREnabled(false);
setSSAOEnabled(false);
setShadowsEnabled(false);
setPreferredThreadingCount(0);
}
ForwardRenderableComponent::~ForwardRenderableComponent()
{
}
wiRenderTarget ForwardRenderableComponent::rtMain;
void ForwardRenderableComponent::ResizeBuffers()
{
Renderable3DComponent::ResizeBuffers();
FORMAT defaultTextureFormat = wiRenderer::GetDevice()->GetBackBufferFormat();
// Protect against multiple buffer resizes when there is no change!
static UINT lastBufferResWidth = 0, lastBufferResHeight = 0, lastBufferMSAA = 0;
static FORMAT lastBufferFormat = FORMAT_UNKNOWN;
if (lastBufferResWidth == wiRenderer::GetInternalResolution().x &&
lastBufferResHeight == wiRenderer::GetInternalResolution().y &&
lastBufferMSAA == getMSAASampleCount() &&
lastBufferFormat == defaultTextureFormat)
{
return;
}
else
{
lastBufferResWidth = wiRenderer::GetInternalResolution().x;
lastBufferResHeight = wiRenderer::GetInternalResolution().y;
lastBufferMSAA = getMSAASampleCount();
lastBufferFormat = defaultTextureFormat;
}
rtMain.Initialize(wiRenderer::GetInternalResolution().x, wiRenderer::GetInternalResolution().y, true, wiRenderer::RTFormat_hdr, 1, getMSAASampleCount(), false);
rtMain.Add(wiRenderer::RTFormat_gbuffer_1); // thin gbuffer
}
void ForwardRenderableComponent::Initialize()
{
ResizeBuffers();
Renderable3DComponent::Initialize();
}
void ForwardRenderableComponent::Load()
{
Renderable3DComponent::Load();
}
void ForwardRenderableComponent::Start()
{
Renderable3DComponent::Start();
}
void ForwardRenderableComponent::Render()
{
if (getThreadingCount() > 1)
{
for (auto workerThread : workerThreads)
{
workerThread->wakeup();
}
for (auto workerThread : workerThreads)
{
workerThread->wait();
}
wiRenderer::GetDevice()->ExecuteDeferredContexts();
}
else
{
RenderFrameSetUp(GRAPHICSTHREAD_IMMEDIATE);
RenderShadows(GRAPHICSTHREAD_IMMEDIATE);
RenderReflections(GRAPHICSTHREAD_IMMEDIATE);
RenderScene(GRAPHICSTHREAD_IMMEDIATE);
RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_IMMEDIATE);
RenderComposition(rtMain, rtMain, GRAPHICSTHREAD_IMMEDIATE);
}
Renderable2DComponent::Render();
}
void ForwardRenderableComponent::RenderScene(GRAPHICSTHREAD threadID)
{
wiProfiler::GetInstance().BeginRange("Opaque Scene", wiProfiler::DOMAIN_GPU, threadID);
wiRenderer::UpdateCameraCB(wiRenderer::getCamera(), threadID);
GPUResource* dsv[] = { rtMain.depth->GetTexture() };
wiRenderer::GetDevice()->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_DEPTH_READ, RESOURCE_STATE_DEPTH_WRITE, threadID);
wiImageEffects fx((float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y);
rtMain.Activate(threadID, 0, 0, 0, 0);
{
wiRenderer::GetDevice()->BindResource(PS, getReflectionsEnabled() ? rtReflection.GetTexture() : wiTextureHelper::getInstance()->getTransparent(), TEXSLOT_RENDERABLECOMPONENT_REFLECTION, threadID);
wiRenderer::GetDevice()->BindResource(PS, getSSAOEnabled() ? rtSSAO.back().GetTexture() : wiTextureHelper::getInstance()->getWhite(), TEXSLOT_RENDERABLECOMPONENT_SSAO, threadID);
wiRenderer::GetDevice()->BindResource(PS, getSSREnabled() ? rtSSR.GetTexture() : wiTextureHelper::getInstance()->getTransparent(), TEXSLOT_RENDERABLECOMPONENT_SSR, threadID);
wiRenderer::DrawWorld(wiRenderer::getCamera(), getTessellationEnabled(), threadID, SHADERTYPE_FORWARD, getHairParticlesEnabled(), true, getLayerMask());
wiRenderer::DrawSky(threadID);
}
rtMain.Deactivate(threadID);
wiRenderer::UpdateGBuffer(rtMain.GetTextureResolvedMSAA(threadID, 0), rtMain.GetTextureResolvedMSAA(threadID, 1), nullptr, nullptr, nullptr, threadID);
wiRenderer::GetDevice()->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_DEPTH_WRITE, RESOURCE_STATE_COPY_SOURCE, threadID);
dtDepthCopy.CopyFrom(*rtMain.depth, threadID);
wiRenderer::GetDevice()->TransitionBarrier(dsv, ARRAYSIZE(dsv), RESOURCE_STATE_COPY_SOURCE, RESOURCE_STATE_DEPTH_READ, threadID);
rtLinearDepth.Activate(threadID); {
fx.blendFlag = BLENDMODE_OPAQUE;
fx.sampleFlag = SAMPLEMODE_CLAMP;
fx.quality = QUALITY_NEAREST;
fx.process.setLinDepth(true);
wiImage::Draw(dtDepthCopy.GetTextureResolvedMSAA(threadID), fx, threadID);
fx.process.clear();
}
rtLinearDepth.Deactivate(threadID);
wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTextureResolvedMSAA(threadID), rtLinearDepth.GetTexture(), threadID);
if (getSSAOEnabled()) {
wiRenderer::GetDevice()->UnBindResources(TEXSLOT_RENDERABLECOMPONENT_SSAO, 1, threadID);
wiRenderer::GetDevice()->EventBegin("SSAO", threadID);
fx.stencilRef = STENCILREF_DEFAULT;
fx.stencilComp = STENCILMODE_LESS;
rtSSAO[0].Activate(threadID); {
fx.process.setSSAO(true);
fx.setMaskMap(wiTextureHelper::getInstance()->getRandom64x64());
fx.quality = QUALITY_BILINEAR;
fx.sampleFlag = SAMPLEMODE_MIRROR;
wiImage::Draw(nullptr, fx, threadID);
fx.process.clear();
}
rtSSAO[1].Activate(threadID); {
fx.blur = getSSAOBlur();
fx.blurDir = 0;
fx.blendFlag = BLENDMODE_OPAQUE;
wiImage::Draw(rtSSAO[0].GetTexture(), fx, threadID);
}
rtSSAO[2].Activate(threadID); {
fx.blur = getSSAOBlur();
fx.blurDir = 1;
fx.blendFlag = BLENDMODE_OPAQUE;
wiImage::Draw(rtSSAO[1].GetTexture(), fx, threadID);
fx.blur = 0;
}
fx.stencilRef = 0;
fx.stencilComp = STENCILMODE_DISABLED;
wiRenderer::GetDevice()->EventEnd(threadID);
}
if (getSSREnabled()) {
wiRenderer::GetDevice()->UnBindResources(TEXSLOT_RENDERABLECOMPONENT_SSR, 1, threadID);
wiRenderer::GetDevice()->EventBegin("SSR", threadID);
rtSSR.Activate(threadID); {
fx.process.clear();
fx.presentFullScreen = false;
fx.process.setSSR(true);
fx.setMaskMap(nullptr);
wiImage::Draw(rtMain.GetTexture(), fx, threadID);
fx.process.clear();
}
wiRenderer::GetDevice()->EventEnd(threadID);
}
wiProfiler::GetInstance().EndRange(threadID); // Opaque Scene
}
wiDepthTarget* ForwardRenderableComponent::GetDepthBuffer()
{
return rtMain.depth;
}
void ForwardRenderableComponent::setPreferredThreadingCount(unsigned short value)
{
Renderable3DComponent::setPreferredThreadingCount(value);
if (!wiRenderer::GetDevice()->CheckCapability(GraphicsDevice::GRAPHICSDEVICE_CAPABILITY_MULTITHREADED_RENDERING))
{
if (value > 1)
wiHelper::messageBox("Multithreaded rendering not supported by your hardware! Falling back to single threading!", "Caution");
return;
}
switch (value) {
case 2:
workerThreads.push_back(new wiTaskThread([&]
{
RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::BindPersistentState(GRAPHICSTHREAD_SCENE);
wiImage::BindPersistentState(GRAPHICSTHREAD_SCENE);
RenderShadows(GRAPHICSTHREAD_SCENE);
RenderScene(GRAPHICSTHREAD_SCENE);
RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_SCENE);
RenderComposition(rtMain, rtMain, GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
}));
break;
case 3:
workerThreads.push_back(new wiTaskThread([&]
{
RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::BindPersistentState(GRAPHICSTHREAD_SCENE);
wiImage::BindPersistentState(GRAPHICSTHREAD_SCENE);
RenderShadows(GRAPHICSTHREAD_SCENE);
RenderScene(GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::BindPersistentState(GRAPHICSTHREAD_MISC1);
wiImage::BindPersistentState(GRAPHICSTHREAD_MISC1);
wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC1);
wiRenderer::UpdateGBuffer(rtMain.GetTexture(0), rtMain.GetTexture(1), rtMain.GetTexture(2), nullptr, nullptr, GRAPHICSTHREAD_MISC1);
RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_MISC1);
RenderComposition(rtMain, rtMain, GRAPHICSTHREAD_MISC1);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
}));
break;
case 4:
workerThreads.push_back(new wiTaskThread([&]
{
RenderFrameSetUp(GRAPHICSTHREAD_REFLECTIONS);
RenderReflections(GRAPHICSTHREAD_REFLECTIONS);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_REFLECTIONS);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::BindPersistentState(GRAPHICSTHREAD_SCENE);
wiImage::BindPersistentState(GRAPHICSTHREAD_SCENE);
RenderShadows(GRAPHICSTHREAD_SCENE);
RenderScene(GRAPHICSTHREAD_SCENE);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_SCENE);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::BindPersistentState(GRAPHICSTHREAD_MISC1);
wiImage::BindPersistentState(GRAPHICSTHREAD_MISC1);
wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC1);
wiRenderer::UpdateGBuffer(rtMain.GetTexture(0), rtMain.GetTexture(1), rtMain.GetTexture(2), nullptr, nullptr, GRAPHICSTHREAD_MISC1);
RenderSecondaryScene(rtMain, rtMain, GRAPHICSTHREAD_MISC1);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC1);
}));
workerThreads.push_back(new wiTaskThread([&]
{
wiRenderer::BindPersistentState(GRAPHICSTHREAD_MISC2);
wiImage::BindPersistentState(GRAPHICSTHREAD_MISC2);
wiRenderer::UpdateDepthBuffer(dtDepthCopy.GetTexture(), rtLinearDepth.GetTexture(), GRAPHICSTHREAD_MISC2);
wiRenderer::UpdateGBuffer(rtMain.GetTexture(0), rtMain.GetTexture(1), rtMain.GetTexture(2), nullptr, nullptr, GRAPHICSTHREAD_MISC2);
RenderComposition(rtMain, rtMain, GRAPHICSTHREAD_MISC2);
wiRenderer::GetDevice()->FinishCommandList(GRAPHICSTHREAD_MISC2);
}));
break;
};
}