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forked from mirrors/0ad

Fix culling for shadows and reflections.

Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
This commit is contained in:
Ykkrosh
2014-06-25 01:11:10 +00:00
parent bb4b911e99
commit b1b96a89d6
31 changed files with 720 additions and 509 deletions
-58
View File
@@ -477,15 +477,6 @@ void CGameView::BeginFrame()
{
// Set up cull camera
m->CullCamera = m->ViewCamera;
// One way to fix shadows popping in at the edge of the screen is to widen the culling frustum so that
// objects aren't culled as early. The downside is that objects will get rendered even though they appear
// off screen, which is somewhat inefficient. A better solution would be to decouple shadow map rendering
// from model rendering; as it is now, a shadow map is only rendered if its associated model is to be
// rendered.
// (See http://trac.wildfiregames.com/ticket/504)
m->CullCamera.SetProjection(m->ViewNear, m->ViewFar, GetCullFOV());
m->CullCamera.UpdateFrustum();
}
g_Renderer.SetSceneCamera(m->ViewCamera, m->CullCamera);
@@ -523,51 +514,7 @@ void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
}
if (!m->Culling || frustum.IsBoxVisible (CVector3D(0,0,0), bounds)) {
//c->Submit(patch);
// set the renderstate for this patch
patch->setDrawState(true);
// set the renderstate for the neighbors
CPatch *nPatch;
nPatch = pTerrain->GetPatch(i-1,j-1);
if(nPatch) nPatch->setDrawState(true);
nPatch = pTerrain->GetPatch(i,j-1);
if(nPatch) nPatch->setDrawState(true);
nPatch = pTerrain->GetPatch(i+1,j-1);
if(nPatch) nPatch->setDrawState(true);
nPatch = pTerrain->GetPatch(i-1,j);
if(nPatch) nPatch->setDrawState(true);
nPatch = pTerrain->GetPatch(i+1,j);
if(nPatch) nPatch->setDrawState(true);
nPatch = pTerrain->GetPatch(i-1,j+1);
if(nPatch) nPatch->setDrawState(true);
nPatch = pTerrain->GetPatch(i,j+1);
if(nPatch) nPatch->setDrawState(true);
nPatch = pTerrain->GetPatch(i+1,j+1);
if(nPatch) nPatch->setDrawState(true);
}
}
}
// draw the patches
for (ssize_t j=0; j<patchesPerSide; j++)
{
for (ssize_t i=0; i<patchesPerSide; i++)
{
CPatch* patch=pTerrain->GetPatch(i,j); // can't fail
if(patch->getDrawState() == true)
{
c->Submit(patch);
patch->setDrawState(false);
}
}
}
@@ -1102,11 +1049,6 @@ float CGameView::GetFOV() const
return m->ViewFOV;
}
float CGameView::GetCullFOV() const
{
return m->ViewFOV + DEGTORAD(6.0f); //add 6 degrees to the default FOV for use with the culling frustum;
}
void CGameView::SetCameraProjection()
{
m->ViewCamera.SetProjection(m->ViewNear, m->ViewFar, m->ViewFOV);