main content pipeline uses accumulator
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@ -717,6 +717,14 @@ public class RenderingEngine {
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return this.shadowMapPipeline;
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}
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/**
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* Gets the main content pipeline
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* @return The main content pipeline
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*/
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public MainContentPipeline getMainContentPipeline(){
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return this.mainContentPipeline;
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}
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/**
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* Gets the post processing pipeline
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* @return The post processing pipeline
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@ -1,6 +1,7 @@
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package electrosphere.renderer.pipelines;
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import java.util.Set;
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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.Quaterniond;
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@ -21,6 +22,9 @@ import electrosphere.renderer.RenderPipelineState.SelectedShaderEnum;
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import electrosphere.renderer.actor.Actor;
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import electrosphere.renderer.actor.instance.InstancedActor;
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import electrosphere.renderer.buffer.ShaderAttribute;
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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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* The main render pipeline with OIT pass
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@ -30,6 +34,16 @@ public class MainContentPipeline implements RenderPipeline {
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//First person drawing routine
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FirstPersonItemsPipeline firstPersonSubPipeline;
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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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public void render(OpenGLState openGLState, RenderPipelineState renderPipelineState) {
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Globals.profiler.beginCpuSample("MainContentPipeline.render");
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@ -72,27 +86,45 @@ public class MainContentPipeline implements RenderPipeline {
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// D R A W A L L E N T I T I E S
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//
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Globals.profiler.beginCpuSample("MainContentPipeline.render - Solids non-instanced");
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Set<Entity> solidsNonInstanced = Globals.clientState.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE);
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Vector3d positionVec = new Vector3d();
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Vector3d scaleVec = new Vector3d();
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Vector3d cameraCenterVec = CameraEntityUtils.getCameraCenter(Globals.clientState.playerCamera);
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for(Entity currentEntity : solidsNonInstanced){
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for(Entity currentEntity : this.standardDrawCall){
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Vector3d position = EntityUtils.getPosition(currentEntity);
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if(MainContentPipeline.shouldDrawSolidPass(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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Actor currentActor = EntityUtils.getActor(currentEntity);
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//calculate camera-modified vector3d
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Vector3d cameraModifiedPosition = positionVec.set(position).sub(cameraCenterVec);
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Vector3d cameraCenter = scaleVec.set(cameraCenterVec);
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Vector3d cameraModifiedPosition = positionVec.set(position).sub(cameraCenter);
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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.rotate(EntityUtils.getRotation(currentEntity));
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modelTransformMatrix.scale(positionVec.set(EntityUtils.getScale(currentEntity)));
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currentActor.applySpatialData(modelTransformMatrix,position);
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modelTransformMatrix.scale(scaleVec.set(EntityUtils.getScale(currentEntity)));
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currentActor.applySpatialData(new Matrix4d(modelTransformMatrix),new Vector3d(position));
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//draw
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currentActor.draw(renderPipelineState,openGLState);
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}
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}
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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 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.draw(renderPipelineState, openGLState);
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}
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}
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}
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Globals.profiler.endCpuSample();
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Globals.profiler.beginCpuSample("MainContentPipeline.render - Solids Foliage");
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Globals.renderingEngine.getFoliagePipeline().render(openGLState, renderPipelineState);
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@ -235,11 +267,11 @@ public class MainContentPipeline implements RenderPipeline {
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* @param entity The entity
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* @return true if should draw, false otherwise
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*/
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static boolean shouldDrawSolidPass(Entity entity){
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public static boolean shouldDrawSolidPass(Entity entity){
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return
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(
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(boolean)entity.getData(EntityDataStrings.DATA_STRING_DRAW) &&
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entity.getData(EntityDataStrings.DRAW_SOLID_PASS) != null
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entity.containsKey(EntityDataStrings.DRAW_SOLID_PASS)
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) &&
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(
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!MainContentPipeline.entityBlacklist(entity)
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@ -302,5 +334,21 @@ public class MainContentPipeline implements RenderPipeline {
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public void setFirstPersonPipeline(FirstPersonItemsPipeline firstPersonItemsPipeline){
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this.firstPersonSubPipeline = firstPersonItemsPipeline;
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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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@ -1,6 +1,7 @@
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package electrosphere.renderer.target;
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import java.util.List;
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import java.util.Set;
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import org.joml.Matrix4d;
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import org.joml.Vector3d;
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@ -8,10 +9,10 @@ import org.joml.Vector3d;
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import electrosphere.client.entity.camera.CameraEntityUtils;
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import electrosphere.engine.Globals;
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import electrosphere.entity.Entity;
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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.renderer.actor.Actor;
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import electrosphere.renderer.pipelines.MainContentPipeline;
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/**
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* Evaluates the draw targets
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@ -22,43 +23,89 @@ public class DrawTargetEvaluator {
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* Evaluates the draw targets
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*/
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public static void evaluate(){
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//main content pipeline structures
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DrawTargetAccumulator mainAccumulator = Globals.renderingEngine.getMainContentPipeline().getDrawTargetAccumulator();
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List<Entity> mainQueue = Globals.renderingEngine.getMainContentPipeline().getStandardEntityQueue();
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mainAccumulator.clearCalls();
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mainQueue.clear();
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//shadow map pipeline structures
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DrawTargetAccumulator shadowAccumulator = Globals.renderingEngine.getShadowMapPipeline().getDrawTargetAccumulator();
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List<Entity> shadowQueue = Globals.renderingEngine.getShadowMapPipeline().getStandardEntityQueue();
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shadowAccumulator.clearCalls();
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shadowQueue.clear();
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//reused objects
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Vector3d scaleVec = new Vector3d();
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Vector3d posVec = new Vector3d();
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Matrix4d modelTransformMatrix = new Matrix4d();
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//calculate camera-modified vector3d
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Vector3d cameraCenter = new Vector3d(CameraEntityUtils.getCameraCenter(Globals.clientState.playerCamera));
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//iterate over all shadow cast entities
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for(Entity currentEntity : Globals.clientState.clientScene.getEntitiesWithTag(EntityTags.DRAW_CAST_SHADOW)){
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if(currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW)!=null){
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Vector3d position = EntityUtils.getPosition(currentEntity);
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//fetch actor
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Actor currentActor = EntityUtils.getActor(currentEntity);
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if(currentActor.isStaticDrawCall()){
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Vector3d cameraModifiedPosition = posVec.set(position).sub(cameraCenter);
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//calculate and apply model transform
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modelTransformMatrix = modelTransformMatrix.identity();
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modelTransformMatrix.translate(cameraModifiedPosition);
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modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
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modelTransformMatrix.scale(scaleVec.set(EntityUtils.getScale(currentEntity)));
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posVec.set(0,0,0);
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if(currentActor.frustumTest(Globals.renderingEngine.getRenderPipelineState(), modelTransformMatrix.getTranslation(posVec))){
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//queue for batching
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Vector3d positionVec = new Vector3d();
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//different entity lists
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Set<Entity> drawables = Globals.clientState.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE);
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Set<Entity> shadowList = Globals.clientState.clientScene.getEntitiesWithTag(EntityTags.DRAW_CAST_SHADOW);
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for(Entity currentEntity : drawables){
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Vector3d position = EntityUtils.getPosition(currentEntity);
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//fetch actor
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Actor currentActor = EntityUtils.getActor(currentEntity);
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if(currentActor.isStaticDrawCall()){
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//calculate camera-modified vector3d
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Vector3d cameraModifiedPosition = positionVec.set(position).sub(cameraCenter);
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//calculate and apply model transform
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modelTransformMatrix.identity();
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modelTransformMatrix.translate(cameraModifiedPosition);
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modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
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modelTransformMatrix.scale(positionVec.set(EntityUtils.getScale(currentEntity)));
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currentActor.applySpatialData(modelTransformMatrix,position);
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//draw
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if(currentActor.frustumTest(Globals.renderingEngine.getRenderPipelineState(), modelTransformMatrix.getTranslation(posVec))){
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//queue for batching
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if(MainContentPipeline.shouldDrawSolidPass(currentEntity)){
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mainAccumulator.addCall(currentActor.getModelPath(), position, modelTransformMatrix);
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}
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if(shadowList.contains(currentEntity)){
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shadowAccumulator.addCall(currentActor.getModelPath(), position, modelTransformMatrix);
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}
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} else {
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//queue for not-batching
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}
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} else {
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if(MainContentPipeline.shouldDrawSolidPass(currentEntity)){
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mainQueue.add(currentEntity);
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}
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if(shadowList.contains(currentEntity)){
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shadowQueue.add(currentEntity);
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}
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}
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}
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// //iterate over all shadow cast entities
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// for(Entity currentEntity : Globals.clientState.clientScene.getEntitiesWithTag(EntityTags.DRAW_CAST_SHADOW)){
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// if(currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW)!=null){
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// Vector3d position = EntityUtils.getPosition(currentEntity);
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// //fetch actor
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// Actor currentActor = EntityUtils.getActor(currentEntity);
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// if(currentActor.isStaticDrawCall()){
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// Vector3d cameraModifiedPosition = posVec.set(position).sub(cameraCenter);
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// //calculate and apply model transform
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// modelTransformMatrix = modelTransformMatrix.identity();
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// modelTransformMatrix.translate(cameraModifiedPosition);
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// modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
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// modelTransformMatrix.scale(scaleVec.set(EntityUtils.getScale(currentEntity)));
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// posVec.set(0,0,0);
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// if(currentActor.frustumTest(Globals.renderingEngine.getRenderPipelineState(), modelTransformMatrix.getTranslation(posVec))){
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// //queue for batching
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// shadowAccumulator.addCall(currentActor.getModelPath(), position, modelTransformMatrix);
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// }
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// } else {
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// //queue for not-batching
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// shadowQueue.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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