normal outline pipeline uses draw accumulator
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9ddd943419
@ -1966,6 +1966,7 @@ Performance improvements
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- LOD skipping in realm simulation
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- LOD skipping in realm simulation
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- Shadow map pipeline only considers entities that are nearby
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- Shadow map pipeline only considers entities that are nearby
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- Character services references set of already-loaded characters when simulating macro data
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- Character services references set of already-loaded characters when simulating macro data
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- Normal outline pipeline use draw accumulator
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@ -730,6 +730,14 @@ public class RenderingEngine {
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return this.shadowMapPipeline;
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return this.shadowMapPipeline;
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}
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}
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/**
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* Gets the normals-for-outline pipeline
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* @return The normals-for-outline pipeline
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*/
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public NormalsForOutlinePipeline getNormalsForOutlinePipeline(){
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return this.normalsForOutlinePipeline;
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}
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/**
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/**
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* Gets the main content pipeline
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* Gets the main content pipeline
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* @return The main content pipeline
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* @return The main content pipeline
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@ -1,5 +1,8 @@
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package electrosphere.renderer.pipelines;
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package electrosphere.renderer.pipelines;
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import java.util.LinkedList;
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import java.util.List;
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import org.joml.Matrix4d;
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import org.joml.Matrix4d;
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import org.joml.Vector3d;
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import org.joml.Vector3d;
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import org.lwjgl.opengl.GL40;
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import org.lwjgl.opengl.GL40;
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@ -8,16 +11,36 @@ import electrosphere.client.entity.camera.CameraEntityUtils;
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import electrosphere.engine.Globals;
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import electrosphere.engine.Globals;
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import electrosphere.entity.Entity;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.EntityTags;
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import electrosphere.entity.EntityUtils;
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import electrosphere.entity.EntityUtils;
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import electrosphere.entity.state.attach.AttachUtils;
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import electrosphere.entity.state.attach.AttachUtils;
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import electrosphere.renderer.OpenGLState;
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import electrosphere.renderer.OpenGLState;
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import electrosphere.renderer.RenderPipelineState;
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import electrosphere.renderer.RenderPipelineState;
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import electrosphere.renderer.RenderingEngine;
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import electrosphere.renderer.RenderingEngine;
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import electrosphere.renderer.actor.Actor;
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import electrosphere.renderer.actor.Actor;
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import electrosphere.renderer.model.Model;
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import electrosphere.renderer.target.DrawTargetAccumulator;
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import electrosphere.renderer.target.DrawTargetAccumulator.ModelAccumulatorData;
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/**
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* Draws normals for generating character outlines
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*/
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public class NormalsForOutlinePipeline implements RenderPipeline {
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public class NormalsForOutlinePipeline implements RenderPipeline {
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/**
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* Cutoff for adding to shadow map pipeline draw accumulator
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*/
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public static final double DRAW_CUTOFF_DIST = 30f;
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/**
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* The draw target accumulator
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*/
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private DrawTargetAccumulator drawTargetAccumulator = new DrawTargetAccumulator();
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/**
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* The queue for non-static entities to draw
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*/
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private List<Entity> standardDrawCall = new LinkedList<Entity>();
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@Override
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@Override
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public void render(OpenGLState openGLState, RenderPipelineState renderPipelineState) {
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public void render(OpenGLState openGLState, RenderPipelineState renderPipelineState) {
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Globals.profiler.beginCpuSample("NormalsForOutlinePipeline.render");
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Globals.profiler.beginCpuSample("NormalsForOutlinePipeline.render");
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@ -63,23 +86,48 @@ public class NormalsForOutlinePipeline implements RenderPipeline {
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openGLState.setActiveShader(renderPipelineState, RenderingEngine.renderNormalsShader);
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openGLState.setActiveShader(renderPipelineState, RenderingEngine.renderNormalsShader);
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for(Entity currentEntity : Globals.clientState.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE)){
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modelTransformMatrix = new Matrix4d();
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Vector3d posVec = new Vector3d();
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Vector3d scaleVec = new Vector3d();
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for(Entity currentEntity : this.standardDrawCall){
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Vector3d position = EntityUtils.getPosition(currentEntity);
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Vector3d position = EntityUtils.getPosition(currentEntity);
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if(shouldDraw(currentEntity)){
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if(
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currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW)!=null
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){
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//fetch actor
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//fetch actor
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Actor currentActor = EntityUtils.getActor(currentEntity);
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Actor currentActor = EntityUtils.getActor(currentEntity);
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//calculate camera-modified vector3d
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//calculate camera-modified vector3d
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Vector3d cameraModifiedPosition = new Vector3d(position).sub(CameraEntityUtils.getCameraCenter(Globals.clientState.playerCamera));
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Vector3d cameraCenter = scaleVec.set(CameraEntityUtils.getCameraCenter(Globals.clientState.playerCamera));
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Vector3d cameraModifiedPosition = posVec.set(position).sub(cameraCenter);
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//calculate and apply model transform
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//calculate and apply model transform
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modelTransformMatrix.identity();
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modelTransformMatrix = modelTransformMatrix.identity();
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modelTransformMatrix.translate(cameraModifiedPosition);
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modelTransformMatrix.translate(cameraModifiedPosition);
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modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
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modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
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modelTransformMatrix.scale(new Vector3d(EntityUtils.getScale(currentEntity)));
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modelTransformMatrix.scale(scaleVec.set(EntityUtils.getScale(currentEntity)));
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currentActor.applySpatialData(modelTransformMatrix,position);
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currentActor.applySpatialData(new Matrix4d(modelTransformMatrix),new Vector3d(position));
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//draw
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//draw
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currentActor.draw(renderPipelineState,openGLState);
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currentActor.draw(renderPipelineState,openGLState);
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}
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}
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}
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}
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renderPipelineState.setUseBones(false);
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for(ModelAccumulatorData accumulator : this.drawTargetAccumulator.getCalls()){
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Model model = Globals.assetManager.fetchModel(accumulator.getModelPath());
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if(model != null){
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int count = accumulator.getCount();
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List<Matrix4d> transforms = accumulator.getTransforms();
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List<Vector3d> positions = accumulator.getPositions();
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model.setMeshMask(null);
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for(int meshIndex = 0; meshIndex < model.getMeshCount(); meshIndex++){
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for(int i = 0; i < count; i++){
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Vector3d position = positions.get(i);
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Matrix4d transform = transforms.get(i);
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model.setWorldPos(position);
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model.setModelMatrix(transform);
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model.drawMesh(renderPipelineState, openGLState, meshIndex);
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}
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}
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}
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}
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Globals.renderingEngine.defaultFramebuffer.bind(openGLState);
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Globals.renderingEngine.defaultFramebuffer.bind(openGLState);
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@ -91,7 +139,7 @@ public class NormalsForOutlinePipeline implements RenderPipeline {
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* @param entity The entity
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* @param entity The entity
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* @return true if should draw, false otherwise
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* @return true if should draw, false otherwise
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*/
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*/
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static boolean shouldDraw(Entity entity){
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public static boolean shouldDraw(Entity entity){
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return
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return
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(
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(
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(boolean)entity.getData(EntityDataStrings.DATA_STRING_DRAW) &&
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(boolean)entity.getData(EntityDataStrings.DATA_STRING_DRAW) &&
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@ -134,5 +182,21 @@ public class NormalsForOutlinePipeline implements RenderPipeline {
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)
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)
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;
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;
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}
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}
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/**
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* Gets the draw target accumulator
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* @return The draw target accumulator
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*/
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public DrawTargetAccumulator getDrawTargetAccumulator(){
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return drawTargetAccumulator;
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}
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/**
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* Gets the queue of standard entities to draw
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* @return The queue of standard entites
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*/
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public List<Entity> getStandardEntityQueue(){
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return standardDrawCall;
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}
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}
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}
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@ -14,6 +14,7 @@ import electrosphere.entity.EntityTags;
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import electrosphere.entity.EntityUtils;
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import electrosphere.entity.EntityUtils;
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import electrosphere.renderer.actor.Actor;
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import electrosphere.renderer.actor.Actor;
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import electrosphere.renderer.pipelines.MainContentPipeline;
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import electrosphere.renderer.pipelines.MainContentPipeline;
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import electrosphere.renderer.pipelines.NormalsForOutlinePipeline;
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import electrosphere.renderer.pipelines.ShadowMapPipeline;
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import electrosphere.renderer.pipelines.ShadowMapPipeline;
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/**
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/**
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@ -43,6 +44,12 @@ public class DrawTargetEvaluator {
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List<Entity> shadowQueue = Globals.renderingEngine.getShadowMapPipeline().getStandardEntityQueue();
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List<Entity> shadowQueue = Globals.renderingEngine.getShadowMapPipeline().getStandardEntityQueue();
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shadowAccumulator.clearCalls();
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shadowAccumulator.clearCalls();
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shadowQueue.clear();
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shadowQueue.clear();
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//normals pipeline structures
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DrawTargetAccumulator normalAccumulator = Globals.renderingEngine.getNormalsForOutlinePipeline().getDrawTargetAccumulator();
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List<Entity> normalQueue = Globals.renderingEngine.getNormalsForOutlinePipeline().getStandardEntityQueue();
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normalAccumulator.clearCalls();
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normalQueue.clear();
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//reused objects
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//reused objects
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Vector3d posVec = new Vector3d();
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Vector3d posVec = new Vector3d();
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@ -94,6 +101,9 @@ public class DrawTargetEvaluator {
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if(dist < ShadowMapPipeline.DRAW_CUTOFF_DIST && shadowList.contains(currentEntity)){
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if(dist < ShadowMapPipeline.DRAW_CUTOFF_DIST && shadowList.contains(currentEntity)){
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shadowAccumulator.addCall(currentActor.getModelPath(), position, modelTransformMatrix);
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shadowAccumulator.addCall(currentActor.getModelPath(), position, modelTransformMatrix);
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}
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}
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if(dist < NormalsForOutlinePipeline.DRAW_CUTOFF_DIST && NormalsForOutlinePipeline.shouldDraw(currentEntity)){
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normalAccumulator.addCall(currentActor.getModelPath(), position, modelTransformMatrix);
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}
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}
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}
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} else {
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} else {
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if(MainContentPipeline.shouldDrawSolidPass(currentEntity)){
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if(MainContentPipeline.shouldDrawSolidPass(currentEntity)){
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@ -102,6 +112,9 @@ public class DrawTargetEvaluator {
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if(dist < ShadowMapPipeline.DRAW_CUTOFF_DIST && shadowList.contains(currentEntity)){
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if(dist < ShadowMapPipeline.DRAW_CUTOFF_DIST && shadowList.contains(currentEntity)){
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shadowQueue.add(currentEntity);
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shadowQueue.add(currentEntity);
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}
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}
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if(dist < NormalsForOutlinePipeline.DRAW_CUTOFF_DIST && NormalsForOutlinePipeline.shouldDraw(currentEntity)){
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normalQueue.add(currentEntity);
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}
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}
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}
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}
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}
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