Moves uniform and texture binding to CDeviceCommandContext.

Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4631
This was SVN commit r26848.
This commit is contained in:
vladislavbelov
2022-05-02 20:57:22 +00:00
parent a8caed8348
commit 04bd96cee0
65 changed files with 1590 additions and 969 deletions
+196 -83
View File
@@ -174,12 +174,17 @@ void TerrainRenderer::RenderTerrainOverlayTexture(
deviceCommandContext->SetGraphicsPipelineState(
debugOverlayTech->GetGraphicsPipelineStateDesc());
deviceCommandContext->BeginPass();
Renderer::Backend::GL::CShaderProgram* debugOverlayShader = debugOverlayTech->GetShader();
Renderer::Backend::IShaderProgram* debugOverlayShader = debugOverlayTech->GetShader();
debugOverlayShader->BindTexture(str_baseTex, texture);
debugOverlayShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
debugOverlayShader->Uniform(str_textureTransform, textureMatrix);
CPatchRData::RenderStreams(deviceCommandContext, visiblePatches, debugOverlayShader, true);
deviceCommandContext->SetTexture(
debugOverlayShader->GetBindingSlot(str_baseTex), texture);
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
debugOverlayShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
debugOverlayShader->GetBindingSlot(str_textureTransform), textureMatrix.AsFloatArray());
CPatchRData::RenderStreams(deviceCommandContext, visiblePatches, true);
// To make the overlay visible over water, render an additional map-sized
// water-height patch.
@@ -221,28 +226,47 @@ void TerrainRenderer::RenderTerrainOverlayTexture(
/**
* Set up all the uniforms for a shader pass.
*/
void TerrainRenderer::PrepareShader(Renderer::Backend::GL::CShaderProgram* shader, ShadowMap* shadow)
void TerrainRenderer::PrepareShader(
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, ShadowMap* shadow)
{
CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
shader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
shader->Uniform(str_cameraPos, sceneRenderer.GetViewCamera().GetOrientation().GetTranslation());
const CMatrix3D transform = sceneRenderer.GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_cameraPos),
sceneRenderer.GetViewCamera().GetOrientation().GetTranslation().AsFloatArray());
const CLightEnv& lightEnv = sceneRenderer.GetLightEnv();
if (shadow)
shadow->BindTo(shader);
shadow->BindTo(deviceCommandContext, shader);
CLOSTexture& los = sceneRenderer.GetScene().GetLOSTexture();
shader->BindTexture(str_losTex, los.GetTextureSmooth());
shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_losTex), los.GetTextureSmooth());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_losTransform),
los.GetTextureMatrix()[0], los.GetTextureMatrix()[12]);
shader->Uniform(str_ambient, lightEnv.m_AmbientColor);
shader->Uniform(str_sunColor, lightEnv.m_SunColor);
shader->Uniform(str_sunDir, lightEnv.GetSunDir());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_ambient),
lightEnv.m_AmbientColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_sunColor),
lightEnv.m_SunColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_sunDir),
lightEnv.GetSunDir().AsFloatArray());
shader->Uniform(str_fogColor, lightEnv.m_FogColor);
shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_fogColor),
lightEnv.m_FogColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_fogParams),
lightEnv.m_FogFactor, lightEnv.m_FogMax);
}
void TerrainRenderer::RenderTerrainShader(
@@ -264,11 +288,15 @@ void TerrainRenderer::RenderTerrainShader(
deviceCommandContext->SetGraphicsPipelineState(solidPipelineStateDesc);
deviceCommandContext->BeginPass();
Renderer::Backend::GL::CShaderProgram* shaderSolid = techSolid->GetShader();
shaderSolid->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
shaderSolid->Uniform(str_color, 0.0f, 0.0f, 0.0f, 1.0f);
Renderer::Backend::IShaderProgram* shaderSolid = techSolid->GetShader();
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shaderSolid->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shaderSolid->GetBindingSlot(str_color), 0.0f, 0.0f, 0.0f, 1.0f);
CPatchRData::RenderSides(deviceCommandContext, visiblePatches, shaderSolid);
CPatchRData::RenderSides(deviceCommandContext, visiblePatches);
deviceCommandContext->EndPass();
@@ -278,14 +306,8 @@ void TerrainRenderer::RenderTerrainShader(
CPatchRData::RenderBlends(deviceCommandContext, visiblePatches, context, shadow);
CDecalRData::RenderDecals(deviceCommandContext, visibleDecals, context, shadow);
// restore OpenGL state
deviceCommandContext->BindTexture(3, GL_TEXTURE_2D, 0);
deviceCommandContext->BindTexture(2, GL_TEXTURE_2D, 0);
deviceCommandContext->BindTexture(1, GL_TEXTURE_2D, 0);
}
///////////////////////////////////////////////////////////////////
// Render un-textured patches as polygons
void TerrainRenderer::RenderPatches(
@@ -305,11 +327,16 @@ void TerrainRenderer::RenderPatches(
solidTech->GetGraphicsPipelineStateDesc());
deviceCommandContext->BeginPass();
Renderer::Backend::GL::CShaderProgram* solidShader = solidTech->GetShader();
solidShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
solidShader->Uniform(str_color, color);
Renderer::Backend::IShaderProgram* solidShader = solidTech->GetShader();
CPatchRData::RenderStreams(deviceCommandContext, visiblePatches, solidShader, false);
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
solidShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
solidShader->GetBindingSlot(str_color), color.AsFloatArray());
CPatchRData::RenderStreams(deviceCommandContext, visiblePatches, false);
deviceCommandContext->EndPass();
}
@@ -405,7 +432,7 @@ bool TerrainRenderer::RenderFancyWater(
deviceCommandContext->SetGraphicsPipelineState(
m->fancyWaterTech->GetGraphicsPipelineStateDesc());
deviceCommandContext->BeginPass();
Renderer::Backend::GL::CShaderProgram* fancyWaterShader = m->fancyWaterTech->GetShader();
Renderer::Backend::IShaderProgram* fancyWaterShader = m->fancyWaterTech->GetShader();
const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
@@ -413,87 +440,157 @@ bool TerrainRenderer::RenderFancyWater(
// TODO: move uploading to a prepare function during loading.
const CTexturePtr& currentNormalTexture = waterManager.m_NormalMap[waterManager.GetCurrentTextureIndex(period)];
const CTexturePtr& nextNormalTexture = waterManager.m_NormalMap[waterManager.GetNextTextureIndex(period)];
currentNormalTexture->UploadBackendTextureIfNeeded(deviceCommandContext);
nextNormalTexture->UploadBackendTextureIfNeeded(deviceCommandContext);
fancyWaterShader->BindTexture(str_normalMap, currentNormalTexture->GetBackendTexture());
fancyWaterShader->BindTexture(str_normalMap2, nextNormalTexture->GetBackendTexture());
deviceCommandContext->SetTexture(
fancyWaterShader->GetBindingSlot(str_normalMap),
currentNormalTexture->GetBackendTexture());
deviceCommandContext->SetTexture(
fancyWaterShader->GetBindingSlot(str_normalMap2),
nextNormalTexture->GetBackendTexture());
if (waterManager.m_WaterFancyEffects)
{
fancyWaterShader->BindTexture(str_waterEffectsTex, waterManager.m_FancyTexture.get());
deviceCommandContext->SetTexture(
fancyWaterShader->GetBindingSlot(str_waterEffectsTex),
waterManager.m_FancyTexture.get());
}
if (waterManager.m_WaterRefraction && waterManager.m_WaterRealDepth)
{
fancyWaterShader->BindTexture(str_depthTex, waterManager.m_RefrFboDepthTexture.get());
fancyWaterShader->Uniform(str_projInvTransform, waterManager.m_RefractionProjInvMatrix);
fancyWaterShader->Uniform(str_viewInvTransform, waterManager.m_RefractionViewInvMatrix);
deviceCommandContext->SetTexture(
fancyWaterShader->GetBindingSlot(str_depthTex),
waterManager.m_RefrFboDepthTexture.get());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_projInvTransform),
waterManager.m_RefractionProjInvMatrix.AsFloatArray());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_viewInvTransform),
waterManager.m_RefractionViewInvMatrix.AsFloatArray());
}
if (waterManager.m_WaterRefraction)
fancyWaterShader->BindTexture(str_refractionMap, waterManager.m_RefractionTexture.get());
{
deviceCommandContext->SetTexture(
fancyWaterShader->GetBindingSlot(str_refractionMap),
waterManager.m_RefractionTexture.get());
}
if (waterManager.m_WaterReflection)
fancyWaterShader->BindTexture(str_reflectionMap, waterManager.m_ReflectionTexture.get());
fancyWaterShader->BindTexture(str_losTex, losTexture.GetTextureSmooth());
{
deviceCommandContext->SetTexture(
fancyWaterShader->GetBindingSlot(str_reflectionMap),
waterManager.m_ReflectionTexture.get());
}
deviceCommandContext->SetTexture(
fancyWaterShader->GetBindingSlot(str_losTex), losTexture.GetTextureSmooth());
const CLightEnv& lightEnv = sceneRenderer.GetLightEnv();
fancyWaterShader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
const CMatrix3D transform = sceneRenderer.GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_transform), transform.AsFloatArray());
fancyWaterShader->BindTexture(str_skyCube, sceneRenderer.GetSkyManager().GetSkyCube());
deviceCommandContext->SetTexture(
fancyWaterShader->GetBindingSlot(str_skyCube),
sceneRenderer.GetSkyManager().GetSkyCube());
// TODO: check that this rotates in the right direction.
CMatrix3D skyBoxRotation;
skyBoxRotation.SetIdentity();
skyBoxRotation.RotateY(M_PI + lightEnv.GetRotation());
fancyWaterShader->Uniform(str_skyBoxRot, skyBoxRotation);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_skyBoxRot),
skyBoxRotation.AsFloatArray());
if (waterManager.m_WaterRefraction)
fancyWaterShader->Uniform(str_refractionMatrix, waterManager.m_RefractionMatrix);
{
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_refractionMatrix),
waterManager.m_RefractionMatrix.AsFloatArray());
}
if (waterManager.m_WaterReflection)
fancyWaterShader->Uniform(str_reflectionMatrix, waterManager.m_ReflectionMatrix);
{
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_reflectionMatrix),
waterManager.m_ReflectionMatrix.AsFloatArray());
}
fancyWaterShader->Uniform(str_ambient, lightEnv.m_AmbientColor);
fancyWaterShader->Uniform(str_sunDir, lightEnv.GetSunDir());
fancyWaterShader->Uniform(str_sunColor, lightEnv.m_SunColor);
fancyWaterShader->Uniform(str_color, waterManager.m_WaterColor);
fancyWaterShader->Uniform(str_tint, waterManager.m_WaterTint);
fancyWaterShader->Uniform(str_waviness, waterManager.m_Waviness);
fancyWaterShader->Uniform(str_murkiness, waterManager.m_Murkiness);
fancyWaterShader->Uniform(str_windAngle, waterManager.m_WindAngle);
fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
fancyWaterShader->Uniform(str_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_ambient), lightEnv.m_AmbientColor.AsFloatArray());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_sunDir), lightEnv.GetSunDir().AsFloatArray());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_sunColor), lightEnv.m_SunColor.AsFloatArray());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_color), waterManager.m_WaterColor.AsFloatArray());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_tint), waterManager.m_WaterTint.AsFloatArray());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_waviness), waterManager.m_Waviness);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_murkiness), waterManager.m_Murkiness);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_windAngle), waterManager.m_WindAngle);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_repeatScale), 1.0f / repeatPeriod);
fancyWaterShader->Uniform(str_cameraPos, camera.GetOrientation().GetTranslation());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_losTransform),
losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12]);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_cameraPos),
camera.GetOrientation().GetTranslation().AsFloatArray());
fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor);
fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
fancyWaterShader->Uniform(str_time, (float)time);
fancyWaterShader->Uniform(str_screenSize, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_fogColor),
lightEnv.m_FogColor.AsFloatArray());
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_fogParams),
lightEnv.m_FogFactor, lightEnv.m_FogMax);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_time), static_cast<float>(time));
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_screenSize),
static_cast<float>(g_Renderer.GetWidth()),
static_cast<float>(g_Renderer.GetHeight()));
if (waterManager.m_WaterType == L"clap")
{
fancyWaterShader->Uniform(str_waveParams1, 30.0f,1.5f,20.0f,0.03f);
fancyWaterShader->Uniform(str_waveParams2, 0.5f,0.0f,0.0f,0.0f);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_waveParams1),
30.0f, 1.5f, 20.0f, 0.03f);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_waveParams2),
0.5f, 0.0f, 0.0f, 0.0f);
}
else if (waterManager.m_WaterType == L"lake")
{
fancyWaterShader->Uniform(str_waveParams1, 8.5f,1.5f,15.0f,0.03f);
fancyWaterShader->Uniform(str_waveParams2, 0.2f,0.0f,0.0f,0.07f);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_waveParams1),
8.5f, 1.5f, 15.0f, 0.03f);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_waveParams2),
0.2f, 0.0f, 0.0f, 0.07f);
}
else
{
fancyWaterShader->Uniform(str_waveParams1, 15.0f,0.8f,10.0f,0.1f);
fancyWaterShader->Uniform(str_waveParams2, 0.3f,0.0f,0.1f,0.3f);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_waveParams1),
15.0f, 0.8f, 10.0f, 0.1f);
deviceCommandContext->SetUniform(
fancyWaterShader->GetBindingSlot(str_waveParams2),
0.3f, 0.0f, 0.1f, 0.3f);
}
if (shadow)
shadow->BindTo(fancyWaterShader);
shadow->BindTo(deviceCommandContext, fancyWaterShader);
for (CPatchRData* data : m->visiblePatches[cullGroup])
{
data->RenderWaterSurface(deviceCommandContext, fancyWaterShader, true);
data->RenderWaterSurface(deviceCommandContext, true);
if (waterManager.m_WaterFancyEffects)
data->RenderWaterShore(deviceCommandContext, fancyWaterShader);
data->RenderWaterShore(deviceCommandContext);
}
deviceCommandContext->EndPass();
@@ -521,26 +618,36 @@ void TerrainRenderer::RenderSimpleWater(
deviceCommandContext->SetGraphicsPipelineState(
waterSimpleTech->GetGraphicsPipelineStateDesc());
deviceCommandContext->BeginPass();
Renderer::Backend::GL::CShaderProgram* waterSimpleShader = waterSimpleTech->GetShader();
Renderer::Backend::IShaderProgram* waterSimpleShader = waterSimpleTech->GetShader();
const CTexturePtr& waterTexture = waterManager.m_WaterTexture[waterManager.GetCurrentTextureIndex(1.6)];
waterTexture->UploadBackendTextureIfNeeded(deviceCommandContext);
waterSimpleShader->BindTexture(str_baseTex, waterTexture->GetBackendTexture());
waterSimpleShader->BindTexture(str_losTex, losTexture.GetTextureSmooth());
waterSimpleShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
waterSimpleShader->Uniform(str_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
waterSimpleShader->Uniform(str_time, static_cast<float>(time));
waterSimpleShader->Uniform(str_color, waterManager.m_WaterColor);
deviceCommandContext->SetTexture(
waterSimpleShader->GetBindingSlot(str_baseTex), waterTexture->GetBackendTexture());
deviceCommandContext->SetTexture(
waterSimpleShader->GetBindingSlot(str_losTex), losTexture.GetTextureSmooth());
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
waterSimpleShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
waterSimpleShader->GetBindingSlot(str_losTransform),
losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12]);
deviceCommandContext->SetUniform(
waterSimpleShader->GetBindingSlot(str_time), static_cast<float>(time));
deviceCommandContext->SetUniform(
waterSimpleShader->GetBindingSlot(str_color), waterManager.m_WaterColor.AsFloatArray());
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
data->RenderWaterSurface(deviceCommandContext, waterSimpleShader, false);
data->RenderWaterSurface(deviceCommandContext, false);
}
deviceCommandContext->BindTexture(1, GL_TEXTURE_2D, 0);
deviceCommandContext->EndPass();
}
@@ -580,12 +687,18 @@ void TerrainRenderer::RenderWaterFoamOccluders(
pipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::CullMode::NONE;
deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc);
deviceCommandContext->BeginPass();
Renderer::Backend::GL::CShaderProgram* dummyShader = dummyTech->GetShader();
dummyShader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
dummyShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.0f);
Renderer::Backend::IShaderProgram* dummyShader = dummyTech->GetShader();
const CMatrix3D transform = sceneRenderer.GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
dummyShader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
dummyShader->GetBindingSlot(str_color), 0.0f, 0.0f, 0.0f, 0.0f);
for (CPatchRData* data : m->visiblePatches[cullGroup])
data->RenderWaterShore(deviceCommandContext, dummyShader);
data->RenderWaterShore(deviceCommandContext);
deviceCommandContext->EndPass();
deviceCommandContext->SetFramebuffer(